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game user10 has contributed to 371 posts out of 438990 total posts
(.08%) in 530 days (.70 posts per day).
20 Most recent posts:
Don't know about the first one, "prefers passenger seat" works perfectly for my fuel-rod-wielding AI.
To make them melee, the only "good" animation for them to use is the grenade throwing animation. Just put values in the melee part of the actor and actor_variant.
And when you click on "Last page" of a thread with tons of pages, it takes you to a non-existent page.
Foundry, cuz it's awesome. CMT SPv3, cuz graphics are just... beautiful. TheFlood!v2, cuz I made it, and diving as a marine is win.
"Maybe you should try playing on 'Easy'." LOL Nice ones.
You're using the avatar I uploaded... :3
The turret on top of the scarab has two models, one stationary and the other is the one the player actually controls.
I was only ever interested in AI maps, but those tuts only gave you .actor_variants without the biped and crud. Plus, "Overwrite existings tags" XD First AI map - http://www.youtube.com/watch?v=yvgP98LZU2E First Bloodgulch map - http://www.youtube.com/watch?v=SiNEbqfhCeM
Wow those are beautiful. Estimated time until tagged release?
Does player_add_equipment remove the player's current equipment?
Check "not initially created" on the encounter or set max respawn and total respawn to 0. Normal diff count is the number of AI present at the start, but you let it respawn another one. Edited by game user10 on Apr 25, 2013 at 05:34 AM
No, I copied the scenario first before opening it with OS Guerilla, so it can't be that...
No, I checked. However, the scenario can be opened with OS Guerilla. I made a copy of the scenario before opening it with OSG though...
04.21.13 16:37:30 kornman00 02.00.00.0609 04.21.13 16:37:30 reference function: _write_to_error_file_zomg_h4xmb 04.21.13 16:37:30 reference address: 4011a4 04.21.13 16:37:30 Couldn't read map file './kornman00beta.map' 04.21.13 16:37:43 EAX: 0x00000001 04.21.13 16:37:43 EBX: 0x075EBEE8 04.21.13 16:37:43 ECX: 0x00000000 04.21.13 16:37:43 EDX: 0x00000000 04.21.13 16:37:43 EDI: 0x0018D730 04.21.13 16:37:43 ESI: 0x00000000 04.21.13 16:37:43 EBP: 0x0018D608 04.21.13 16:37:43 ESP: 0x0018D5F8 04.21.13 16:37:43 EIP: 0x77B40C22, 83 C4 04 C2 ????? 04.21.13 16:37:43 EXCEPTION halt in \km00\sourcecode\halo\cseries\cseries.c,#345: size>=0 && size<MAXIMUM_STRING_SIZE
I've read somewhere that deleting the names of the scenery helps, but my scenery currently aren't named.
Enemies are in between the two squads. Edit: How about this script? (script continuous aiattack (sleep_until (>= (ai_living_count "machines/attackers1") 2)) (ai_migrate "machines/attackers1" "machines/attackers2") ) (script continuous aiattack2 (sleep_until (>= (ai_living_count "machines/attackers2") 7)) (set strg_enc "machines/attackers2") (relocate_Stragglers) (sleep_until (volume_test_object fightzone_trigg (unit (list_get (ai_actors strg_enc) NUM))) ) (ai_migrate "machines/attackers2" "machines/attackers3") (ai_migrate "machines/attackers5" "machines/attackers3") ) Edited by game user10 on Apr 21, 2013 at 02:09 AM
But the AI respawn, at the rate of 30 seconds per actor. When there's two of them, they migrate to the squad in order to move. There are multiple squads set up like this, so do I have to copy this entire script for each one? Or do I also have to make trigvols and flags for each one?
Quote: --- Original message by: game user10 Is this done with stock tags or are there OS tags required?
Is this done with stock tags or are there OS tags required? Also, some images are broken.
In regards to that relocate_stragglers script you gave me:
(global ai strg_enc NONE) (global trigger_volume fightzone_trigg AI) (global short num 0) (global cutscene_flag area_1 AI1) (global cutscene_flag area_2 AI2) (global cutscene_flag area_3 AI3) (script static void relocate_Stragglers (sleep_until (begin (if (not (volume_test_object fightzone_trigg (unit (list_get (ai_actors strg_enc) NUM)))) (cond ((not (objects_can_see_flag (players) area_1 90)) (object_teleport (unit (list_get (ai_actors strg_enc) NUM)) area_1)) ((not (objects_can_see_flag (players) area_2 90)) (object_teleport (unit (list_get (ai_actors strg_enc) NUM)) area_2)) ((not (objects_can_see_flag (players) area_3 90)) (object_teleport (unit (list_get (ai_actors strg_enc) NUM)) area_3)) ) ) (if (< num (list_count (ai_actors strg_enc))) (set num (+ num 1)) (set num 0)) (volume_test_objects_all fightzone_trigg (ai_actors strg_enc)) ) (begin (set num 0) (+ 0 0) ) ) )
(script continuous aiattack (sleep_until (>= (ai_living_count "machines/attackers1") 2)) (ai_migrate "machines/attackers1" "machines/attackers2") (relocate_Stragglers) )
Is this the correct usage? The fightzone trigvol is covering the area where the squad "attackers2" has its firing positions. The three cutscene flags form a triangle shape inside the trigger volume.
Nice! Have you revealed the identity of that weapon yet?
Two questions: 1. Is there a script that can check if all actors in a squad have properly made it to their firing positions after they migrate? The ones that get left behind get stuck because of crappy pathfinding. Maybe if I script in to wait until all actors are in a trigger volume?
2. How do you attach navpoints to actors in an encounter?
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