Does anyone know why my soldiers wont follow me around?
heres what uve done so far..
main:
exec global/auto.scr
exec global/ai.scr
exec global/loadout.scr maps/test_neil.scr
exec global/ambient.scr test_neil
exec global/exploder.scr
//exec global/door_locked.scr::lock
exec global/friendly.scr
exec global/bomber.scr
//local.master = spawn ScriptMaster
//local.master aliascache snd_waterfall sound/amb/waterfall.mp3 soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
level waittill prespawn
thread tank1
level waittill spawn
waitthread global/items.scr::add_item "binoculars" noprint
$player item weapons/thompsonsmg.tik
$player useweaponclass smg
$player ammo smg 1000
level.script = "maps/test_neil.scr"
level.friendly1.targetname = cappy
level.friendly2.targetname = private
level.friendly3.targetname = radio
waitthread global/objectives.scr::add_objectives 1 2 "Meet up with your friends." $obj1.origin
set_objective_pos $obj1
thread obj1
end
obj1:
$talk_trigger waittill trigger
// cappy talks to player
$cappy turnto $player
$cappy lookat $player
wait 0.2
$cappy anim 11b100_BritCaptGreet
$cappy waittill animdone
$cappy anim 12C105_dialogue
$cappy waittill animdone
$cappy turnto NULL
$cappy lookat NULL
// Tells the AI to move to the player
$cappy.destination = $player
$friend2.destination = $player
$friend3.destination = $player
// Sets the type of friendly soldier
$cappy.friendtype = 1
$friend2.friendtype = 1
$friend3.friendtype = 1
// stagger how far away they keep from their destinations
$cappy.distance = 175
$friend2.distance = 225
$friend3.distance = 250
// setup the friendlies to follow the player...
$cappy thread global/friendly.scr::friendlythink
$friend2 thread global/friendly.scr::friendlythink
$friend3 thread global/friendly.scr::friendlythink
waitthread global/objectives.scr::add_objectives 1 2 "Meet up with your friends." $obj1.origin
tank1:
$tank1_trigger waittill trigger
exec global/bomber.scr::bomb 1//sets of all #set 1
end
soldiers wont follow
Moderator: Moderators
soldiers wont follow
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
1) exec global/friendly.scr must be below level waittill prespawn
2) do not change the targetnames of the friendlies (just use level.friendly1 etc)
3) first you set the friendly targetnames to private and radio, later you're trying to use $friendly2 and $friendly3
Fix these first then we'll talk further
2) do not change the targetnames of the friendlies (just use level.friendly1 etc)
3) first you set the friendly targetnames to private and radio, later you're trying to use $friendly2 and $friendly3
Fix these first then we'll talk further
ok heres what ive changed(is that better?,i hate scripting)
main:
exec global/auto.scr
exec global/ai.scr
exec global/loadout.scr maps/test_neil.scr
exec global/ambient.scr test_neil
exec global/exploder.scr
//exec global/door_locked.scr::lock
exec global/bomber.scr
//local.master = spawn ScriptMaster
//local.master aliascache snd_waterfall sound/amb/waterfall.mp3 soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
level waittill prespawn
exec global/friendly.scr
thread tank1
level waittill spawn
waitthread global/items.scr::add_item "binoculars" noprint
$player item weapons/thompsonsmg.tik
$player useweaponclass smg
$player ammo smg 1000
level.script = "maps/test_neil.scr"
level.friendly1.targetname = friend1
level.friendly2.targetname = friend2
level.friendly3.targetname = friend3
waitthread global/objectives.scr::add_objectives 1 2 "Meet up with your friends." $obj1.origin
set_objective_pos $obj1
thread obj1
end
obj1:
$talk_trigger waittill trigger
// captain is friend one private is friend 2 radio man is friend 3
$friend1 turnto $player
$friend1 lookat $player
wait 0.2
$friend1 anim 11b100_BritCaptGreet
$friend1 waittill animdone
$friend1 anim 12C105_dialogue
$friend1 waittill animdone
$friend1 turnto NULL
$friend1 lookat NULL
// Tells the AI to move to the player
$friend1.destination = $player
$friend2.destination = $player
$friend3.destination = $player
// Sets the type of friendly soldier
$friend1.friendtype = 1
$friend2.friendtype = 1
$friend3.friendtype = 1
// stagger how far away they keep from their destinations
$friend1.distance = 175
$friend2.distance = 225
$friend3.distance = 250
// setup the friendlies to follow the player...
$friend1 thread global/friendly.scr::friendlythink
$friend2 thread global/friendly.scr::friendlythink
$friend3 thread global/friendly.scr::friendlythink
waitthread global/objectives.scr::add_objectives 1 2 "Meet up with your friends." $obj1.origin
tank1:
$tank1_trigger waittill trigger
exec global/bomber.scr::bomb 1//sets of all #set 1
end
main:
exec global/auto.scr
exec global/ai.scr
exec global/loadout.scr maps/test_neil.scr
exec global/ambient.scr test_neil
exec global/exploder.scr
//exec global/door_locked.scr::lock
exec global/bomber.scr
//local.master = spawn ScriptMaster
//local.master aliascache snd_waterfall sound/amb/waterfall.mp3 soundparms 1.0 0.2 1.0 0.2 200 2000 auto loaded maps "obj dm"
level waittill prespawn
exec global/friendly.scr
thread tank1
level waittill spawn
waitthread global/items.scr::add_item "binoculars" noprint
$player item weapons/thompsonsmg.tik
$player useweaponclass smg
$player ammo smg 1000
level.script = "maps/test_neil.scr"
level.friendly1.targetname = friend1
level.friendly2.targetname = friend2
level.friendly3.targetname = friend3
waitthread global/objectives.scr::add_objectives 1 2 "Meet up with your friends." $obj1.origin
set_objective_pos $obj1
thread obj1
end
obj1:
$talk_trigger waittill trigger
// captain is friend one private is friend 2 radio man is friend 3
$friend1 turnto $player
$friend1 lookat $player
wait 0.2
$friend1 anim 11b100_BritCaptGreet
$friend1 waittill animdone
$friend1 anim 12C105_dialogue
$friend1 waittill animdone
$friend1 turnto NULL
$friend1 lookat NULL
// Tells the AI to move to the player
$friend1.destination = $player
$friend2.destination = $player
$friend3.destination = $player
// Sets the type of friendly soldier
$friend1.friendtype = 1
$friend2.friendtype = 1
$friend3.friendtype = 1
// stagger how far away they keep from their destinations
$friend1.distance = 175
$friend2.distance = 225
$friend3.distance = 250
// setup the friendlies to follow the player...
$friend1 thread global/friendly.scr::friendlythink
$friend2 thread global/friendly.scr::friendlythink
$friend3 thread global/friendly.scr::friendlythink
waitthread global/objectives.scr::add_objectives 1 2 "Meet up with your friends." $obj1.origin
tank1:
$tank1_trigger waittill trigger
exec global/bomber.scr::bomb 1//sets of all #set 1
end
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
Hey witch burnings i can handle just tie em up and set fire to them simple!
But my soldiers are not doing anything the captain(friendly 1)just turns to face me wherever i walk but just stays routed to the spot but the other two friendlys just face forward and move if i come in the door but otherwise stand still!??
But my soldiers are not doing anything the captain(friendly 1)just turns to face me wherever i walk but just stays routed to the spot but the other two friendlys just face forward and move if i come in the door but otherwise stand still!??
My candle burns at both ends it will not last the night,but oh my foes and oh my friends it gives a lovely light!
