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Objective - Liberation

Posted: Fri Sep 09, 2005 12:38 am
by mcunha98
Hi,

Well, i make a map where the objective is the Allieds rescue prisioners.
So, i put a bomb objective where the explosion of bomb, crack a wall and prisioner "run" to a truck.

This is the problem, how i give "life" for a AI -> Actor -> Allied -> Prisioner

See screenshots (the objective bomb has planted and the cracked wall (in minor detail you see the prisioner)).

Image

Image


The prisioner its a ai_allied_1st-ranger_prisoner class,
and i give the prisioner1 as targetname.

Code: Select all

bomb1_exploded local.bomb1:
 	while (local.bomb1.exploded != 1)
		 wait .1
        exec global/exploder.scr::explode 1  // explode the wall

        //Here, how i execute a action
        //to animate the prisioner and
       //send he to a truck for example...
	iprintlnbold "1st soldier rescue!"
end
[/code]

Posted: Fri Sep 09, 2005 3:23 am
by lizardkid
the normal stock AI cannot be used in MP. you'll need to use jv_map's jvbots and learn how to use them before you can get an AI to think in MP.

I suggest you finish mapping first, jvbots can be tricky if you've never done them before ;)

Posted: Fri Sep 09, 2005 12:10 pm
by mcunha98
Ok, but i dont believe not is possible make a AI common of MOH:AA animated, is very hard believe in this. :cry:

Posted: Fri Sep 09, 2005 1:31 pm
by bdbodger
The end of the ai tik files has this sort of thing
// include the base animations definition
//

$include models/human/new_generic_human.tik
$include models/human/animation/dialogue/generic_dialogue_US.tik
//$include models/human/animation/helmet_flyoff/helmet_flyoff_ranger_private.tik

/*QUAKED ai_allied_dday_ranger-medic (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
The models\human\new_generic_human.tik has something like this in it for each mission
//-------------------------------------
// Mission 1
//-------------------------------------
// Intro, fight through town, ambush (Mackey)
includes m1l1
{
$include models/human/animation/human_grenade.tik
$include models/human/animation/human_pistol.tik
$include models/human/animation/human_thompson.tik
$include models/human/animation/human_rifle.tik
$include models/human/animation/human_mp40.tik
$include models/human/animation/human_bazooka.tik
$include models/human/animation/human_mg42.tik
$include models/human/animation/human_unarmed.tik

// Level-specific scripted animations
$include models/human/animation/scripted/level_m1l1.tik

// More scripted animations
$include models/human/animation/scripted/balcony.tik
$include models/human/animation/scripted/opeltruck.tik
}
the includes m1l1 in that section allows the animations to work for that mission . It also has a section like this
//-------------------------------------
// Test maps (every animation)
// Utils is a keyword for Radiant and other tools.
//-------------------------------------
includes test utils
{
That section allows the animations to work for maps whose name starts with test or maps in a directory called test . The directory name is part of the map name so maps in the dm folder start with dm , there is no section in the new_generic_human.tik for that . JVbots has a modded file that allows ai to work in multi player .

Posted: Fri Sep 09, 2005 2:30 pm
by mcunha98
Sorry, but i dont understand completly.
If i call this peaces of code in my script, how i refer to a ai -> allied -> 1st Ranger -> Prisioner actor ?
I put the name of actor with "Prisioner1"