How do you get allied ai to move around your map
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soUl_keePer
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- Location: winnipeg mb
How do you get allied ai to move around your map
How do you get allied ai to move around your map just like in mission 3l3??????

Ur soUl iS miNe
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soUl_keePer
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- Posts: 4
- Joined: Sun Oct 05, 2003 6:51 pm
- Location: winnipeg mb
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soUl_keePer
- Private
- Posts: 4
- Joined: Sun Oct 05, 2003 6:51 pm
- Location: winnipeg mb
To use the global/friendly.scr just make your ai firendlies in radiant targetname friendly . give each on a Key: #fnum Value: 1 up to 10 .
If all you want them to do is follow the player just do this .
main:
exec global/friendly.scr
level.friendly1 exec global/friendly.scr::friendlythink
level.friendly1.friendtype = 1
level.friendly1.distance = 128
level.friendly1.waittime = 2
end
You can alter how close the friendly follows with .distance and how long he waits at each node with .waittime. Make sure you have lots of info_pathnodes for navigation too they must be less than 360 or is it 320 units apart .
Another way to get allied ai to move is to make them runners . What you do is make an info_pathnode give it a targetname , hit the space bar to clone it keep doing that so that the pathnodes are in a line . Select the first node then the second node press the control key and k to target the second node from the first node , now select the third node and press control + k again to target the third node from the second . keep doing that until you have a chain of pathnodes . Then make an ai and press i to bring up the ai dialog box . choose type_idle runner . Put the name of the first pathnode in the box labeled patrolpath . Now the ai will run the path . But he will runaway . This is good when used with enemy spawners spawned by the global/ai.scr . You an also make an ai but set his type_idle to idle and when you want him to start running do this
$myai.patrolpath = $myaipath
$myai.type_idle ="runner"
but again he just runs doesn't follow the player .
If all you want them to do is follow the player just do this .
main:
exec global/friendly.scr
level.friendly1 exec global/friendly.scr::friendlythink
level.friendly1.friendtype = 1
level.friendly1.distance = 128
level.friendly1.waittime = 2
end
You can alter how close the friendly follows with .distance and how long he waits at each node with .waittime. Make sure you have lots of info_pathnodes for navigation too they must be less than 360 or is it 320 units apart .
Another way to get allied ai to move is to make them runners . What you do is make an info_pathnode give it a targetname , hit the space bar to clone it keep doing that so that the pathnodes are in a line . Select the first node then the second node press the control key and k to target the second node from the first node , now select the third node and press control + k again to target the third node from the second . keep doing that until you have a chain of pathnodes . Then make an ai and press i to bring up the ai dialog box . choose type_idle runner . Put the name of the first pathnode in the box labeled patrolpath . Now the ai will run the path . But he will runaway . This is good when used with enemy spawners spawned by the global/ai.scr . You an also make an ai but set his type_idle to idle and when you want him to start running do this
$myai.patrolpath = $myaipath
$myai.type_idle ="runner"
but again he just runs doesn't follow the player .
