New Obj map (bots, 3rd person view)
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sg.Pepper
- Second Lieutenant
- Posts: 152
- Joined: Tue Jan 13, 2004 2:47 pm
- Location: Czrch Republic
- Contact:
New Obj map (bots, 3rd person view)
Hi, try my new OBJ map "RADAR AREA" with bots. 3rd person view is adding to game some strategy possibility (for example you can see round the corner), you can modify bots too (skill,weapons,number) with console comand "editscript", screens and download here:
http://www.pelec-herba.wz.cz/MOHAA/screens.htm
http://www.pelec-herba.wz.cz/MOHAA/screens.htm
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
Hey guys, i have a qeuestion for Sarge since he seems to be a good guy with the brains i need. Im making a map that I want to be basically a training map with some ai dudes walking from path node A to path node B to path node C and then back to A for a repetitive process (A, B, C... only an example) so that you can pick them off one by one >=). What do i need to do in order to get an AI to walk a path and when he dies make him respawn and do it all over again? can ya help me out? perhaps give me a sample script? That would really help. Thnx
-
sg.Pepper
- Second Lieutenant
- Posts: 152
- Joined: Tue Jan 13, 2004 2:47 pm
- Location: Czrch Republic
- Contact:
hi,
1. you must create a spawn point, where you want yout AI spawn -
so in radiant place script origin to some place and give it targetname (for example) AI1spawn
2. still in Radiant create some path nodes with targetnames (for example) palce1, place2, palce3 in different places of your map, where you want to your AI go
3. still in Radiant make path nodes without targetnames, to your AI can reach your place1,...2...,3; distance betweet pathnodes can't by bigger then 250 units
Now script:
main:
...
..
....
thread dude1
....
....
dude1:
local.camper = spawn "human/multiplayer_allied_1st-ranger_private.tik" origin AI1spawn.origin targetname "myAI" //spawn AI at script origin place
local.camper.maxdist = 7000
local.camper.sound_awareness = 100
local.camper.health = 100
local.camper.hearing = 5000
local.camper.accuracy = 50
local.camper.gren_awareness = 100
local.camper.sight = 5000
local.camper.weapon = "bar"
waitframe
local.camper exec global/runto.scr $palce1 // or insted runto, you can use walkto.scr
waittill movedone
local.camper exec global/runto.scr $place2
waittill movedone
local.camper exec global/runto.scr $place3
waitframe
while (isAlive local.camper) //when AI die, wait 5 sec. and spawn he again
{
waitframe
}
wait 5
goto dude1
end
Instead of local.camper, you can use anything you want, for example local.ai
1. you must create a spawn point, where you want yout AI spawn -
so in radiant place script origin to some place and give it targetname (for example) AI1spawn
2. still in Radiant create some path nodes with targetnames (for example) palce1, place2, palce3 in different places of your map, where you want to your AI go
3. still in Radiant make path nodes without targetnames, to your AI can reach your place1,...2...,3; distance betweet pathnodes can't by bigger then 250 units
Now script:
main:
...
..
....
thread dude1
....
....
dude1:
local.camper = spawn "human/multiplayer_allied_1st-ranger_private.tik" origin AI1spawn.origin targetname "myAI" //spawn AI at script origin place
local.camper.maxdist = 7000
local.camper.sound_awareness = 100
local.camper.health = 100
local.camper.hearing = 5000
local.camper.accuracy = 50
local.camper.gren_awareness = 100
local.camper.sight = 5000
local.camper.weapon = "bar"
waitframe
local.camper exec global/runto.scr $palce1 // or insted runto, you can use walkto.scr
waittill movedone
local.camper exec global/runto.scr $place2
waittill movedone
local.camper exec global/runto.scr $place3
waitframe
while (isAlive local.camper) //when AI die, wait 5 sec. and spawn he again
{
waitframe
}
wait 5
goto dude1
end
Instead of local.camper, you can use anything you want, for example local.ai
Last edited by sg.Pepper on Tue Aug 24, 2004 3:04 am, edited 1 time in total.
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
