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Spirit has contributed to 13 posts out of 465278 total posts
(0.00%) in 3,363 days (0.00 posts per day).
20 Most recent posts:
The AI from the 1st BSP won't follow the command list on the 2nd BSP once it loads. AI from the 2nd BSP run the command list just fine. I'm sure there's a way to get AI from one BSP to run commands in another, I just can't find anything that shows how. And some other AI are running command lists the way they please, and not going in order. I have a simple one that involves "go to" to get to a certain point, pause, then "targeted jump", but instead they begin the command list by doing the "targeted jump", sometimes they don't even go to the points I set. Command lists are just being a general pain in the ass, and I can't find an alternative way to make the AI go to where they're supposed to, especially since it involves walking off ledges and on/off lifts.
EDIT: I found a way to get each individual unit of an encounter to run a recorded animation  recording_play (unit (list_get (ai_actors <encounter name>) <unit#>)) <animation name> Now to record custom animations and test it out for real. If this works I'm gona be pretty damn happy. Edited by Spirit on Nov 28, 2013 at 10:11 PM
Quote: --- Original message by: sparky Are you using anything fancy like OpenSauce? Or is your sauce default? I turned off Open Sauce so I could use animation recorder, it was giving it problems. I'm just using the basics, nothing fancy yet. Turns out automatic migration got checked by itself (or I checked it myself and forgot), and had to uncheck it. Now I'm just trying to get them to run a 2nd command list after the first one ends and the 2nd BSP loads. It changes BSP while they're on a lift, and then they sit there. I'm gona try the lazy way and just teleport them off the lift and on to solid ground and see if they follow the commands. Just for reference, I'm using "move in direction of" to get them on the lift, and then to walk off, since I assume it makes them hold down the movement key without considering the environment. Is there a way to make an AI encounter follow a recorded animation? Can each unit of the encounter/squad be converted to an object to run it? Or would it only work if it was a biped unit and then ai_attach?
wow old account get banned already, kid? but of course you're gona keep making more. Just a sad, pathetic loser on the internet :/
Wow kid, wtf is your problem?
So my AI encounter was working fine one moment, and they work fine in sapien, but when I compile the map and run it, they just sit there not moving. The grunts in the encounter even go to sleep. It's like they're simply bipeds with no AI. This is only on one encounter, the other 3 are working fine, and they all have the same parameters checked. This is frustrating, because they won't attack, won't move, and I can't even type in a command list for them to run.
Quote: --- Original message by: jackrabbitTHE Closing part of the door is also part of it opening. its a loop. if you want it to stay open remove 1/2 of the animation eg:reanimate it. and you can have 2 the animations for door open and then door close. as for the other thing you answer your own question. Quote: I'm probably going to make a second command list specified for BSP 1
this isn't the first time doors have been a pain. If I set it to "can only change once" and nothing else, I can put a biped in front of it, remove the biped, and the door will stay permanently open. I just can't make it do that with a device control. The only difference between the 2 doors is having a position group and being set to "does not operate automatically". At least the command list is working now, was such a simple fix -_-
First off, 2 BSPs are involved. I get my AI to follow the command list correctly up to the point when they get on a lift. When the lift reaches its destination, they require "ai_command_list_advance" to continue. Problem is when I do that, they don't move at all. In game this happens after the BSP changes from 0 to 1. In sapien, I stayed in BSP 0, and just teleported them to the point off the lift, and then have some points they need to "go to and face" - again, they don't move. I'm probably going to make a second command list specified for BSP 1, but any ones I made to test that are having the same problem. Do command lists have to have the same BSP index as the encounter? Here's a basic run down of the commands: 1) using "go to and face" to get them in front of the lift 2) using "move in direction" to get them on the lift 3) wait until told to advance 4) tell them to advance off the lift (problem here, they don't move) 5) using "go to and face" to reach destination (again, they don't move, tested using separate command list)
And a second smaller problem. I have a closed door, and a device that opens the door. I checked flags on both machine and device to "can only change once" because I want the door to be permanently open after use. It keeps closing after opening, and can be used more than once. Door is also set to "does not operate automatically", and neither initially off or on are checked.
Agreed. The only other song I find acceptable is the breaking benjamin one (blow me away) used in halo 2. But what bothers me more than the music is the grammar, I still can't make sense of the title of the thread :/
what a coincidence, I left about 5 years ago too (my family shared computer got a virus and we had to wipe it, losing all my files :(). I think the only person I remember is Higuy. THere's so much more cool stuff being made now, especially by CMT Edited by Spirit on Nov 11, 2013 at 08:25 PM
AI actor_variant - delta4907's H2 elite minor weapon - CMT covenant carbine As the title says, I changed the elite to use a carbine instead of the plasma rifle. But when he spawns, he's using the basic stock plasma rifle. I have a stock (original) elite using a different carbine, and it works fine. Whatever I did/didn't do to make it work, I can't remember. I don't mind if it ends up just holding it 1 handed like a plasma rifle, as long as it uses the correct weapon.
tools -> map protector click the circle button that says to enter a password to unprotect
Well I got the shield thing taken care of. Unit_close or unit_open still makes the dropship disappear for some reason. And I still have no idea how to use the strings I made. And now another door is messing with me; I'm trying to keep a door open permanently, but it always wants to automatically close no matter what I try to check. I currently checked the flags "initially open" and "does not operate automatically".  Edit: I'm using stringlist editor v2. If i try to manually add the unicode_string_list into the scenario with guerilla, I get an error when compiling. I have no idea how I got it to work on an old map a few years back Edited by Spirit on Nov 4, 2013 at 09:40 PM
I have 3 questions actually. 1) how do you get the covenant dropship (spirit) passenger doors to close? I tried unit_close in sapien but that just made it disappear. I thought adding an AI into the driver's seat would do it, but either it doesn't have a driver seat, or I'm putting the wrong name for it (vehicle_load_magic dropship driver (ai_actors driver)). I'm using the c_dropship vehicle, which I think is the original one, if it's easier to just use a modified one, a link to the tag or map to extract it from would be helpful.
2) I forgot how to work strings. I used stringlist editor to create one that says "activate lift", and I want it to show for when going to activate a device_control 'holo control' so it doesn't say "Press 'E' to <enter string here>"
3) I changed the player biped for a map to be an elite. It works fine except that the shields recharge very slow, and you're stunned for about a second or two when taking damage to your health. Where do I go to change that? I looked all over the tags in guerilla, and thought I made it exactly like the original "cyborg" biped, but it's still flinching.
I wanted to post this on my old account, but I forgot its password, and the "forgot my password" option doesn't show anything in 3 different browsers :/
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