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Author Topic: An amusing question... (7 messages, Page 1 of 1)
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Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Jul 22, 2015 02:02 PM    Msg. 1 of 7       
To my fellow Halo CE map makers;

What would be the most effective script for making AI either drive vehicles, or act as other occupants?

I've tried using command lists that instruct them to do so, although there are some vehicles they choose not to command.

Also, how do you make dropships fly in scripted paths as they do in the original Halo 1 campaign? I believe I read a page pertaining to animations, or something along those lines. However, I don't remember where that thread is, and I don't know the required script commands or how to make the other required resources.
Edited by Megatron on Jul 22, 2015 at 02:02 PM


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Jul 22, 2015 02:06 PM    Msg. 2 of 7       
i use this one
(ai_go_to_vehicle <ai> <unit> <string>)

ai= the encounter unit= name of the vehicle string=the name of the seat, x driver, gunner etc.

i have understood that comand list only work with biped atachments ("cinematics")

i still dont know about the dropships, i think it uses recordedd animations or something like that

Edit: make sure the biped has the animations to drive or go on that vehicle
Edited by EmmanuelCD on Jul 22, 2015 at 02:07 PM


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Jul 22, 2015 02:12 PM    Msg. 3 of 7       
Quote: --- Original message by: EmmanuelCD

i use this one
(ai_go_to_vehicle <ai> <unit> <string>)

ai= the encounter unit= name of the vehicle string=the name of the seat, x driver, gunner etc.

i have understood that comand list only work with biped atachments ("cinematics")

i still dont know about the dropships, i think it uses recordedd animations or something like that

Edit: make sure the biped has the animations to drive or go on that vehicle
Edited by EmmanuelCD on Jul 22, 2015 at 02:07 PM


EDIT: What recorded animations, exactly?
Edited by Megatron on Jul 22, 2015 at 02:13 PM


Flash44x
Joined: Jan 3, 2007

What would you have your arbiter do?


Posted: Jul 22, 2015 02:42 PM    Msg. 4 of 7       
Quote: --- Original message by: Megatron

Quote: --- Original message by: EmmanuelCD

i use this one
(ai_go_to_vehicle <ai> <unit> <string>)

ai= the encounter unit= name of the vehicle string=the name of the seat, x driver, gunner etc.

i have understood that comand list only work with biped atachments ("cinematics")

i still dont know about the dropships, i think it uses recordedd animations or something like that

Edit: make sure the biped has the animations to drive or go on that vehicle
Edited by EmmanuelCD on Jul 22, 2015 at 02:07 PM


EDIT: What recorded animations, exactly?
Edited by Megatron on Jul 22, 2015 at 02:13 PM
http://hce.halomaps.org/index.cfm?fid=6447 Do note that it will only work on v1.09 with OS deactivated.


DaLode
Joined: Oct 4, 2014

Ho ho hooooly doodle!


Posted: Jul 22, 2015 03:00 PM    Msg. 5 of 7       
You can let AI drive any vehicles you want via command lists, I believe you just had to adjust the seat labels and script away.

Through heavy scripting and use of alternative, dynamic routes, you can make it quite believable (as seen in Lumoria 2's grand final vehicular battle, had almost the entire Halo vehicle sandbox being used by AI, even tanks and warthogs).


Megatron
Joined: Sep 16, 2011

Working on something good.


Posted: Jul 22, 2015 07:56 PM    Msg. 6 of 7       
Quote: --- Original message by: Flash44x
http://hce.halomaps.org/index.cfm?fid=6447 Do note that it will only work on v1.09 with OS deactivated.


Are there any OS-compatible alternatives?


Flash44x
Joined: Jan 3, 2007

What would you have your arbiter do?


Posted: Jul 22, 2015 08:24 PM    Msg. 7 of 7       
Quote: --- Original message by: Megatron
Quote: --- Original message by: Flash44x
http://hce.halomaps.org/index.cfm?fid=6447 Do note that it will only work on v1.09 with OS deactivated.


Are there any OS-compatible alternatives?
Not atm.

 

 
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