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Posted: Mon Oct 21, 2002 6:28 pm
by Nijnrich
Our mod will include a lot of halftrack with AI so lately I'm only focused on halftrack's.
I've got it all figured out : the passengerslots, the open doors , the exit sequences . I had some succesfull tests so it's just now a matter of time to put all the puzzle pieces together and make it look fancy instead of just make it work. Hope I got it all finished and polished by the end of this week

Posted: Mon Oct 21, 2002 8:42 pm
by Mirek
Great Man, :lol:

Let us know when and where we can get it.

Cheers,
Mirek

Posted: Thu Nov 07, 2002 11:16 pm
by Nijnrich
Allright this is embarassing but it's not going as I hoped it would be :cry:

What my original idea was to have a solid SdKfz with a solid gunner and additional solid passengers .

I made a test map with a SdKfz in it and a trigger and a path. Walk through trigger and Sdkfz starts to move... nothing special
What I got so far working is a solid SdKfz (with a coll. ent) and a solid gunner. The track moves, can be destroyed , and the gunner fires no prob.
Passengers slots I are not available so I made them up with an info_origin, bind that to the SdKfz, then glue with an origin offset the passenger to that info_origin. Had some problems with determing the correct offset but in the end it worked.
But when I want to drive to SdKfz it won't..
As soon as I put a solid passenger in it , it refuses to move. Only when I shoot the passenger the SdKfz starts moving with the body lying in the track travelling along.. :cry: The passenger is not interfering with the coll. ent. that I'm almost sure. If that happens then the passenger dies instantly and the trucks moves again. I even have the glue point hovering in mid air in the halftrack and it still doesn't work..

The collision entity is quite handy cause it replicates itself when assigning it to a vehicle. Thus needing only one brush for multiple vehicles.
Maybe I can script around a collision ent and invent some brush that will simulate the coll behaviour but that is not a path I'm happy to follow

What kind of magic is there to the gunner and passengerslots ??? Where are they defined and can we alter them ???

Posted: Fri Nov 08, 2002 2:33 pm
by jv_map
It could be it's the AI system that causes the problem. So I think it's a good idea to test your map with AI switched off. I assume the halftrack passenger has a targetname, for example 'passenger1'. Then use '$passenger1 ai_off' in your script to disable the AI for this actor. It should now behave like any other entity.

If this doesn't work, try to replace the actor by an other entity, like a gun for example and see if that wants to follow the <random combination of characters here>.

Posted: Fri Nov 08, 2002 3:03 pm
by Guest
Thanx,

I'll try to test somethings tonight now that Spearhead has been delayed.
Out of interest: '$passenger1 ai_off' is that the same as calling the global/disable_ai.scr or does it more??

Posted: Fri Nov 08, 2002 3:38 pm
by jv_map
It does more.

Posted: Sat Nov 09, 2002 12:44 am
by Mirek
I'm getting a similar problem with the tanks and ai working together. When I give the AI the tank as a follow target it does not follow it and if I try attaching a script origin or similar to the tank for the ai to follow, the tank stops moving.
I keep thinking it had something to do with the drive command and the fact that only one vehicle(entity) can use the path at the one time.

I have tried disable_ai but since that only turns off enemy awarness I don't think it's any good in this case.
Haven't tried ai_off yet.

Mirek