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AI
Posted: Wed Mar 30, 2005 2:10 am
by HDL_CinC_Dragon
ok, I followed the tut for AI spawning and I got the guy to run to a pathnode and shoot at me... whatd I ever do to him, he just kinda shot at me! geez... anyway
ok, so that works perfectly fine, but to add another pathnode what do i put in the entity options? do i put
Key: #set
Value: 2
to make it so the guy runs to it after he runs to number one? or should i have enemyspawnerdestination target enemyspawnerdestination2... or neither?
please help
Posted: Wed Mar 30, 2005 2:20 am
by HDL_CinC_Dragon
nvm, I got it lol. All I had to do was change the "#set" "1" and add 1 to every other pathnode down the line =)
Posted: Wed Mar 30, 2005 3:45 am
by Green Beret
i just spawned the path nodes wit the properties i wanted,and he would go to the nodes if needed.
Posted: Wed Mar 30, 2005 11:55 am
by bdbodger
the enemyspawnerdestination can also target another node and that node can target the next node etc etc . You can also spawn an ai and make his type_idle runner then set his patrolpath to the first node in a chain of nodes and he will run that path when he spawns .
Posted: Wed Mar 30, 2005 2:19 pm
by HDL_CinC_Dragon
thnx guys

Posted: Thu Mar 31, 2005 4:14 pm
by HDL_CinC_Dragon
ok, I made it so that 9 ai follow a straight path in a single file line (perfect for 1 shot 2 kills

) but now I want one dude to follow this path and I want one dude to follow that path but i want them to both run at the same time when i walk into the trigger. should i make them both
#group
1
then make one dude
$set
1
and the other
#set
2

please help me!
Posted: Sat Apr 02, 2005 11:55 pm
by HDL_CinC_Dragon
anyone?

Posted: Sun Apr 03, 2005 3:36 pm
by HDL_CinC_Dragon
aight look:
I have 9 AI (ai>actor with given models such and such) and i want them all to run a different line of pathmodes but I want them all to run at the same time. Now, I have everything set up and stuff like that all i need to know is for the first AI do I put group 1 set 1 then for the second: group 1 set 2 and so on for all 9 of my AI and every pathnode for that specific guy?
[1] [1a]-->--[1b]-->--[1c]-->--[1d]-->--[1e]-->--[1f]
[2] [2a]-->--[2b]-->--[2c]-->--[2d]-->--[2e]-->--[2f]
[3] [3a]-->--[3b]-->--[3c]-->--[3d]-->--[3e]-->--[3f]
[4] [4a]-->--[4b]-->--[4c]-->--[4d]-->--[4e]-->--[4f]
this is basically what i have only theres 9. I can get 1 to run to 1a all the way to 1f but then when I add another guy to run at the same time (2) they dont work. So do i make them all in the same group but just add one to the set number for each new ai that I add in?
so:
1 will have group 1 set 1
2 will have group 1 set 2
3 will have group 1 set 3
1a - 1f will have group 1 set 1
2a - 2f will have group 1 set 2
3a - 3f will have group 1 set 3
then in script:
thread global/ai.scr::spawngroup #1 #1
thread global/ai.scr::spawngroup #1 #2
thread global/ai.scr::spawngroup #1 #3
is the first # the group number and the second # the set number?
then what would I do for the trigger_multiple? Do I just make one trigger_multiple for each set that I want to run?
is this correct? if not please help me!
Posted: Sun Apr 03, 2005 7:23 pm
by Master-Of-Fungus-Foo-D
i guess so... have you looked in the sub level(where you sabotage the thnig and come out and everyone startes shooting at you? maybe you might want to try the one after that)? (m2lsomething) But what you have looks right... have you tested it yet?
then what would I do for the trigger_multiple? Do I just make one trigger_multiple for each set that I want to run?
I think you make it for each set... (set being the 'wave' now...)
Posted: Mon Apr 04, 2005 7:23 am
by bdbodger
// You can make him run to a specific destination by creating a pathnode with targetname "enemyspawnerdestination" and giving
// both the node and the spawner the same #group value. Don't give any other spawner/node pair the same #group value.
//
// Give the node and spawner the same #set value (doesn't have to be the same as the #group value).
//
// You can create a trigger_multiple with targetname "enemyspawnertrigger" to set off the spawning. Give it the same #set value
// as whichever spawners you want it to set off. Or you can do "thread global/ai.scr::spawn #" where # is the #set value you
// want to set off.
So 9 paths 9 enemyspawnerdestination's with different group numbers and 9 ai's each haveing one of the 9 group numbers no 2 ai's haveing the same group number but all 9 ai's haveing the same set number . The set number of the enemyspawnertrigger is the same set number as the ai's
Posted: Wed Apr 06, 2005 12:18 am
by small_sumo
Has anyone here tried getting squads to work?
Posted: Wed Apr 06, 2005 1:52 am
by lizardkid
i'm making a squad script that updates the AI (uses their AI, but more efficiently) and makes them go in commandable (optional) squads. works for Germans and Americans... still a long way to go yet but..
i am! pick me pick me!
Posted: Sun Jul 03, 2005 11:17 pm
by small_sumo
lizardkid wrote:i'm making a squad script that updates the AI (uses their AI, but more efficiently) and makes them go in commandable (optional) squads. works for Germans and Americans... still a long way to go yet but..
i am! pick me pick me!
So hows goes it?

Posted: Mon Jul 04, 2005 6:19 am
by lizardkid
Posted: Mon Jul 04, 2005 2:59 pm
by jv_map
small_sumo wrote:So hows goes it?

Sumo lives
