A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI\biped in t-pose during cutscenes.

Author Topic: AI\biped in t-pose during cutscenes. (12 messages, Page 1 of 1)
Moderators: Dennis

Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Jan 9, 2019 06:03 PM    Msg. 1 of 12       
So I have some AI and bipeds that spawn during a cutscene and they are all just standing there in a t-pose and won't do anything else. I would really like to know how to fix this.


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 9, 2019 10:32 PM    Msg. 2 of 12       
Quote: --- Original message by: Dabouss 15x
So I have some AI and bipeds that spawn during a cutscene and they are all just standing there in a t-pose and won't do anything else. I would really like to know how to fix this.


(ai_force_active AI_ENCOUNTER_NAME TRUE)


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Jan 9, 2019 10:54 PM    Msg. 3 of 12       
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Dabouss 15x
So I have some AI and bipeds that spawn during a cutscene and they are all just standing there in a t-pose and won't do anything else. I would really like to know how to fix this.


(ai_force_active AI_ENCOUNTER_NAME TRUE)
Thanks, it works for the AI but what about for biped, scenery, device machines, etc. that are frozen during cutscenes?


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 10, 2019 12:31 AM    Msg. 4 of 12       
Quote: --- Original message by: Dabouss 15x
Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Dabouss 15x
So I have some AI and bipeds that spawn during a cutscene and they are all just standing there in a t-pose and won't do anything else. I would really like to know how to fix this.


(ai_force_active AI_ENCOUNTER_NAME TRUE)
Thanks, it works for the AI but what about for biped, scenery, device machines, etc. that are frozen during cutscenes?


(ai_force_active_by_unit)


But it's more likely that you're doing something wrong. How're you setting up this cutscene?


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Jan 10, 2019 12:47 AM    Msg. 5 of 12       
Should I post the script or should I send a video showing how it's turns out in-game with script?


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Jan 10, 2019 09:33 AM    Msg. 6 of 12       
Also be sure that the encounter references the right BSP index


MosesofEgypt
Joined: Apr 3, 2013


Posted: Jan 10, 2019 04:13 PM    Msg. 7 of 12       
Something something asserting dominance something something white diamond


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Jan 10, 2019 06:18 PM    Msg. 8 of 12       
Well here is the potion of the script for the cutscene. Also, I am using the a10 level bsps for this mission.

(script startup beginning
(switch_bsp 7)
(ai_allegiance human player)
(fade_out 0 0 0 0)
(sound_impulse_start package none 1.00)
(sleep 1)
(fade_in 0 0 0 120)
(cinematic_start)
(camera_control true)
(player_enable_input false)
(camera_set intro_fly1 0)
(sleep 60)
(camera_set intro_fly2 420)
(object_create patrol_a)
(object_create patrol_b)
(device_set_position patrol_a 1.00)
(device_set_position patrol_b 1.00)
(sleep 1)
(cinematic_set_title Introline1)
(sleep 180)
(cinematic_set_title Introline2)
(sleep 180)
(cinematic_set_title Introline3)
(sleep 180)
(cinematic_set_title Introline4)
(fade_out 0 0 0 120)
(sleep 120)
(fade_in 0 0 0 60)
(camera_set intro_fly3 0)
(cinematic_set_title Introline5)
(sleep 30)
(camera_set intro_fly4 390)
(sleep 330)
(camera_set intro_fly5 300)
(sleep 240)
(camera_set intro_fly6 180)
(sleep 120)
(camera_set intro_fly7 420)
(sleep 360)
(camera_set intro_fly8 240)
(sleep 180)
(fade_out 0 0 0 60)
(sleep 120)
(camera_set intro_close1 0)
(fade_in 0 0 0 60)
(sleep 90)
(camera_set intro_close2 270)
(sleep 210)
(camera_set intro_close3 180)
(sleep 120)
(camera_set intro_close4 150)
(sleep 150)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_01 none 1)
(camera_set intro_close5 180)
(sleep 180)
(fade_out 0 0 0 90)
(sleep 90)
(switch_bsp 1)
(object_create cap)
(object_create tactical)
(object_create navigator)
(unit_enter_vehicle navigator pilot_1 pchair-driver)
(unit_enter_vehicle tactical pilot_2 pchair-driver)
(ai_place cap_bridge)
(ai_force_active cap_bridge true)
(ai_attach cap cap_bridge)
(fade_in 0 0 0 60)
(camera_set cap_to_nav 0)
(sound_impulse_start sounds\characters\navigator\b10_navigator_01 navigator 1)
(sleep 120)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_02 cap 1)
(sleep 110)
(sound_impulse_start sounds\characters\helm\b10_helm_01 navigator 1)
(sleep 60)
(camera_set camera_pan1 0)
(sleep 60)
(camera_set camera_pan2 180)
(sleep 180)
(camera_set cap_to_nav 0)
(sound_impulse_start sounds\characters\navigator\b10_navigator_02 navigator 1)
(sleep 120)
(fade_out 0 0 0 30)
(sleep 90)
(switch_bsp 7)
(fade_in 0 0 0 90)
(object_create_anew c1)
(camera_set cruiser_reveal1 0)
(sleep 120)
(sound_impulse_start sounds\sfx\decloak none 1)
(camera_set cruiser_reveal1 360)
(sleep 300)
(camera_set cruiser_fire 0)
(sleep 90)
(object_create_anew c1_torp)
(sleep 90)
(fade_out 0 0 0 60)
(sleep 60)
(switch_bsp 1)
(fade_in 0 0 0 60)
(camera_set cap_fire_missiles1 0)
(sound_impulse_start sound\sfx\ambience\a10\pillarhits none 1)
(player_effect_set_max_translation 0.01 0.01 0.01)
(player_effect_set_max_rotation 0.01 0.01 0.05)
(player_effect_set_max_rumble 0.20 0.50)
(sleep 120)
(player_effect_stop 1)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_03 cap 1)
(camera_set cap_fire_missiles2 90)
(sleep 90)
(camera_set tac_no1 0)
(sound_impulse_start sounds\characters\tactical\b10_tactical_01 tactical 1)
(sleep 1)
(camera_set tac_no2 90)
(sleep 90)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_04 cap 1)
(sleep 60)
(fade_out 1.00 1.00 1.00 60)
(sleep 90)
(switch_bsp 8)
(camera_set hangar_cam1 0)
(fade_in 1.00 1.00 1.00 60)
(object_create_anew hangar_hog)
(ai_place hangar_hog_driver)
(ai_force_active hangar_hog_driver true)
(vehicle_load_magic hangar_hog "w-driver" (ai_actors hangar_hog_driver/hangar_hog_driver))
(ai_command_list hangar_hog_driver hangar_hog_drive)
(sleep 180)
(camera_set hangar_cam2 0)
(sleep 30)
(camera_set hangar_cam3 210)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_05 none 1)
(sleep 150)
(camera_set hangar_cam4 120)
(sleep 90)
(camera_set hangar_cam5 150)
(sleep 90)
(camera_set hangar_cam6 180)
(sleep 120)
(camera_set hangar_cam7 210)
(sleep 150)
(sleep 60)
(fade_out 0 0 0 90)
(sleep 120)
(switch_bsp 7)
(object_create_anew gordon)
(ai_place gord)
(ai_attach gordon gord)
(fade_in 0 0 0 60)
(ai_command_list cap_bridge talk_to_gordon)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_06 cap 1)
(sleep 105)
(sound_impulse_start sounds\characters\gordon\b10_gordon_01 none 1)
(sleep 90)
(fade_out 0 0 0 60)
(sleep 90)
(switch_bsp 0)
(object_create_anew ct_1968)
(unit_enter_vehicle ct_1968 cryotube_1 ct-driver)
(fade_in 0 0 0 60)
(camera_set cryo1 0)
(sleep 90)
(camera_set cryo2 120)
(sleep 180)
(fade_out 0 0 0 60)
(sleep 90)
(camera_set cryo_enter1 0)
(ai_place gord2)
(object_create_anew gordon2)
(ai_attach gordon2 gord2)
(fade_in 0 0 0 60)
(sleep 30)
(ai_command_list gord2 gordon_enter_cryobay)
(sleep 90)
(camera_set cryo_enter2 90)
(sleep 90)
(camera_set cryo3 0)
(sleep 60)
(camera_set cryo4 180)
(sleep 150)
(camera_set cryo5 210)
(sleep 150)
(object_create cryotube_1_steam_1)
(object_create cryotube_1_steam_2)
(sleep 120)
(fade_out 1.00 1.00 1.00 120)
(ai_erase gord2)
(object_destroy ct_1968)
(cinematic_stop)
(camera_control false)
(player_enable_input true)
(unit_enter_vehicle (player0) cryotube_1 ct-driver)
(fade_in 1.00 1.00 1.00 120)
(cinematic_screen_effect_start true)
(cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00)
(cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 5.00)
(cinematic_screen_effect_set_convolution 1 2 10.00 0.00 5.00)
(sleep 210)
(cinematic_screen_effect_stop)
(object_destroy cryotube_1_steam_1)
(object_destroy cryotube_1_steam_2)
(sleep 60)
(unit_open cryotube_1)
)


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 11, 2019 12:12 AM    Msg. 9 of 12       
Quote: --- Original message by: Dabouss 15x

(script startup beginning
(switch_bsp 7)

)



Is this part Bungie script, or Dabouss script?

This is exactly why I wanted you to post it. Had a feeling this is what you were doing, even typed up a post I must've forgot to send that gave a few examples and this was the first one.


The player spawns in the spawn point you placed in BSP 0, where the game starts. The game switches to BSP 7 which the player isn't inside. Since the player is not inside the same object, the objects aren't "active".

If so, a potential fix would be to swap BSP 0 and 7 and spawn the player near the cutscene. You can then teleport the player to each BSP by placing a flag there and doing an (object_teleport (list_get (players) 0) <FLAG NAME>) after swapping the BSP.

BUT, Somebody else should really comment on this first, because while this makes sense to me I can't confirm that's really what's going on. And again, if that's bungie's setup IDK then. I really don't know cutscenes completely, AFAIK it's just gameplay with a camera. From purely watching the stock ones, Bungie always seemed to use custom/recorded animations in the cutscenes, very rarely if ever do the AI appear to act naturally. You may have to do some unusual things, like moving the player around the game, to allow the AI to run their routines. Or I might be wrong and there's a better way to deal with using AI in cutscenes through multiple BSPs.


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Jan 11, 2019 01:09 AM    Msg. 10 of 12       
That does actually make sense, I'll try it and then post again if there are any problems.

BTW This is mostly copy and pasted Bungie script with some syntax switches and what not.


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jan 11, 2019 11:23 AM    Msg. 11 of 12       
Bump because HaloMaps doesnt allow double posts


Dabouss 15x
Joined: Aug 9, 2016

Annnd Its Gone!


Posted: Jan 11, 2019 06:37 PM    Msg. 12 of 12       
I tried it, and it does work! I'll keep this in mind for any other levels with multiple bsps.

 

 
Previous Older Thread    Next newer Thread







Time: Wed July 24, 2019 6:00 AM 516 ms.
A Halo Maps Website