Script doenst work at all please help

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bdbodger
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Post by bdbodger »

well I made a script where I had the friendlies set to type 0 and when something was going to happen ahead I changed them to type 1 and after I changed them back again . My point is that you are useing two scripts to control the men . I just ment don't use the friendlythink because of the way you are controling the action . After the captain dies then maybe use friendlythink or set them to type -1 before you have them do what it in your script . You can use type 0 and set a negetive offset -20 min -40 max etc to keep them behind the captain and set each one different so they are spaced better and you can set distance and waittime at the nodes to get the affect you need .
nuggets
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Post by nuggets »

well here's my thought for today...

couldn't you use

(not proper code here)
if captain is dead
level.captain = player

therefore they it'll save all the hassle of reassigning them to the new leader :?:
hope this helps, prob not cos it's all foreign 2 me :-/
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Alcoholic
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Post by Alcoholic »

for teh reassigning new leader part, all i gotta do is this

(not proper code here)
if captain kick bucket
dont follow that fool, follow me! (friendtype = 1 distance = 128)


i mean your way would work just as well, but ill stick with the professional main script.

i dont know why, but if you dont give your guys friendlythink, they do really odd behaviour. for example, if you noticed in teh picture, some nazis were dead. the soldiers killed em with their colts, but some of them stay crouched, and others crouchwalked towards the corpses, then continued to crouchwalk past, and they finally hit the trees, and kept tryin to move forward. so theres really odd behavior going on. during a scripted event, i turn level.regularsfollow to 0 and they ignore that following command. for teh captain i just put him on friendtype -1 then afterwards, 4, and he will continue on.


mohaa_rox (and it definatly does):::: the leader thing is no problem. you make pathnodes with targetname "friendlynode" to dot his path. you put a #set value starting from 10 to progressively higher numbers, so he knows which node to go to. he also waits for you to get im guessing 64 units by him before he continues on. its really easy once you understand it.
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bdbodger
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Post by bdbodger »

did you put lots of pathnodes into your map ? Max distance apart is 360 I think and also set a large leash value . I spawned ai into a stock map and could see them sometimes do the duckwalk but the stock maps where DM maps that have no pathnodes . You need lots of pathnodes for your ai's to go to .
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Alcoholic
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Post by Alcoholic »

ok you guys are missing the whole point. i already fixed the problem. nothing was wrong with the pathnodes. i never had a problem with the actual captain running along the nodes. I KNOW HOW TO MAKE THE LEADER LEAD. i know all that 360 unit stuff, and you dont need to set a huge azz leash. forget the captain! the only trouble was with the guys following him. the first way i had was faulty, and i fixed it along time ago!!!!.
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