I really need help!!!

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k47a
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I really need help!!!

Post by k47a »

I got a problem with an enemyspawner: I'm trying to put a German in my map according to the tut "make an SP AI".
Okay, putting an actor there worls fine. Also $tagergetname / enemyspawner. But as soon as I wanna enter the next line (model / german_whermact_nco.tik) the rad just breaks down :evil:
What am I doing wrong???? Please help!
Last edited by k47a on Wed Apr 13, 2005 11:04 am, edited 5 times in total.
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k47a
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Post by k47a »

I don't have SH installed... :?
Well, I do, but I got all my mapping stuff in the MOHAA/main folder
Do I have to do any scripting???
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Mj
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Post by Mj »

Rename mainta to maintax or something, then you'll be fine :)

SH crashes AI models in AA Rad :(
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Mj
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Post by Mj »

Another wierd post jump thing :?

Anyway, even if you have all the stuff in main, you still need to neutralise the mainta folder, for some weird reason :P

If that dont work... uh... uhm.....
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Post by k47a »

Thanks to Mj I finally managed to get a goon as enemyspawner :D . Well, of course the next problem shows up just a second after the first one's solved: The guys (one of 'em even smokes :D - thanks for the script, Grassy!). But those bastards just stand around and really don't feel like attacking me. Well, they seem to be angry and are obviously shouting at me and I guess they do shoot me somehow, as I loose health. But - the may raise their voice - they don't raise their MP40s...

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What's wrong with 'em?
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lizardkid
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Post by lizardkid »

add the line

Code: Select all

$enemyspawn ai_on
i never use the ai.scr way of spawning things, but that may be the problem.

also they smoke anyway if you leave them alone long enough or set them on a patrol ;)
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jv_map
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Post by jv_map »

Rename your map to test_something.bsp or read the single player maps without test tutorial :wink:
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Grassy
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Post by Grassy »

Also you need node paths in your map for the ai to navigate, otherwise they will not move.
An ambiguous question will get a similar answer...
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k47a
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Post by k47a »

Alright... I followed lizardkid's adivce but the fritz' still just standing 'round ... Well, it might very well be my sucking script; maybe you could check it out... (it's not reall much so far :D
// ivan's first
// ARCHITECTURE: IvaN [the cheetah]
// SCRITPING: IvaN [the cheetah]



main:

exec global/ai.scr
//////////

level waittill prespawn

$enemyspawn ai_on
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/mp40.tik

// give him some ammo!

$player ammo pistol 32
$player ammo smg 100
$player ammo rifle 60

//////////

level waittill spawn


thread global/ai.scr::spawngroup #1 #1


end

(Hey, I told you it sucks, but it's the very first scripting I've ever done...)


What's that test_ thing s'posed to mean??? :shock: And what's a test tutorial anyway?

Okay, if I put some pathnodes for 'im, is he gonna raise his MP then?

Phew, I didn't think that could be so ! difficult... :?
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Mj
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Post by Mj »

the map must be test_mapnameblabla otherwise moh will not give it SP attributes :o (nasty engine)

So put a test_ prefix infront of the mapname and your AI should look a 'lil more lively :)
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Post by k47a »

Geez, he IS aggressive now!! Well, but I ain't got no weapon anymore!! :evil:
Why not? I did before... :? Is there something wrong with the script? I didn't change anything...
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k47a
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Post by k47a »

Okay, it seems as if nobody out there wanna save me outta hip dip shit :D. When I compile my map and the game starts, I have NO WEAPON!!! Before I changed the map name to test_whatever, it worked fine. So what's wrong???
Please... :?
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Mj
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Post by Mj »

Try puttin all the item giving stuff AFTER waittill spawn, so you end up with this:

Code: Select all

// ivan's first 
// ARCHITECTURE: IvaN [the cheetah] 
// SCRITPING: IvaN [the cheetah] 



main: 

exec global/ai.scr 
////////// 

level waittill prespawn 

$enemyspawn ai_on 

level waittill spawn 

$player item weapons/colt45.tik 
$player item weapons/m1_garand.tik 
$player item weapons/mp40.tik 

// give him some ammo! 

$player ammo pistol 32 
$player ammo smg 100 
$player ammo rifle 60 

////////// 


thread global/ai.scr::spawngroup #1 #1 


end 
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k47a
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Post by k47a »

Phew, okay, I found it... I'm just too stupid, that's all...
I changed the .scr but not the precache.scr, that's why the weapons didn't work :oops:
Alright, you can pipe down now, I'm gonna be busy for some time now with my sucking map, so I - hopefully - won't start any new thread (? is that what a new post's called?) :D
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