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i have Cardgames working in all maps ( sp and mp )

Posted: Thu Aug 01, 2002 4:37 pm
by Wombat
woooohhhooooooooooo

I have been able to get the cardgame to work in all singleplayer and multiplayer maps.

It is nothing , anyone has not done, that makes them not work. It is something left out of a file that is the problem.. To get them to work I had to find which file had the animations ( human/animation/scripted/table.tik )
and then how to get it to work. When searching through the .tik files, as you do :lol: , i found a reference to

include human/new_generic_human.tik

essentially, Every ai_human.tik has this command at the end of it.


this is the file that needs to be changed.

If you look closely at the .tik file, you will see, it has animations in it..(yes), but each animation is locked away behind an

include mapname
{
...
}
command.

this means if your map was called
test
m1l2a
m2l2a
m4l3
then the cardgame worked, if not bad luck...


All i did was move the

$include models/human/animation/scripted/table.tik

to just below the

$include models/human/animation/scripted/balcony.tik

like this


**********************************************
setup
{
ischaracter
}

//=============================================================================================
//=============================================================================================
//
// Level-specific animations
//
//=============================================================================================
//=============================================================================================

$path models/human/animation

$include models/human/animation/scripted/balcony.tik
$include models/human/animation/scripted/table.tik

//-------------------------------------
// Test maps (every animation)
// Utils is a keyword for Radiant and other tools.
//-------------------------------------
includes test utils
{
// NPC weapon animations
$include models/human/animation/human_grenade.tik
$include models/human/animation/human_bar.tik
$include models/human/animation/human_thompson.tik
$include models/human/animation/human_pistol.tik
$include models/human/animation/human_mp44.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
$include models/human/animation/scripted/level_m1l2.tik
$include models/human/animation/scripted/level_m2l1.tik
$include models/human/animation/scripted/level_m3l1.tik
$include models/human/animation/scripted/level_m4l3.tik
$include models/human/animation/scripted/level_m5l3.tik

// More scripted animations
$include models/human/animation/scripted/dead_poses.tik
$include models/human/animation/scripted/fallen.tik
$include models/human/animation/scripted/crate_carry.tik
$include models/human/animation/scripted/hiding_cabinet.tik
$include models/human/animation/scripted/interrogation.tik
$include models/human/animation/scripted/jeep.tik
$include models/human/animation/scripted/scientist.tik
$include models/human/animation/scripted/set_explosive.tik
$include models/human/animation/scripted/table.tik
$include models/human/animation/scripted/throw_helmet.tik
$include models/human/animation/scripted/flak88_animation.tik
$include models/human/animation/scripted/prisoners.tik
$include models/human/animation/scripted/lean.tik
$include models/human/animation/scripted/pilot_capture.tik
$include models/human/animation/scripted/wallclimb.tik
$include models/human/animation/scripted/sleep.tik
$include models/human/animation/scripted/opeltruck.tik
$include models/human/animation/scripted/vent.tik
$include models/human/animation/scripted/alarm.tik
$include models/human/animation/scripted/tank.tik
$include models/human/animation/scripted/workers.tik
$include models/human/animation/scripted/welding.tik
}
etc
*******************************************

By cutting it from the red spot and pasting to the green, then, saving it into your mohaa/main/models/human folder.
all will work ok
distribute this file if you want others to see, the cardgame...

Have done a tutorial, but not posted yet!

AI

Posted: Thu Aug 01, 2002 11:21 pm
by tltrude
Good work Wombat. Maybe that's why most of the AI stuff doen't seem to work (like patrols and running to trouble along a path). Why would you want a card game in multiplay, eye candy?

Posted: Fri Aug 02, 2002 4:27 am
by Wombat
Just eyecandy, someone wanted it . Now works in everyones sp maps regardless of name , as well don't forget....is a tute on the
www.themappingdomain.com under wombat's tut's

patrols is next tutorial, i got them to work in sp, now trying for mp, i think i already have done this but i will check.....
ai_bots hehehehe will upload tonight...

only took five minutes for sp

you have too

$ai_name exec global/enable_ai.scr

in your script, before prespawn
to get them to start patrolling.

Set the hearing and sight to say 256, in the cardgame, and see what happens if you lob a grenade to the opposite corner

next tute after partol---- planes, bombs, on every run............

ie
everytime the plane script is called it drops the bomb....
exec global/bomber.scr::bomb 1 //set off plane with #set number =1

Posted: Thu Aug 15, 2002 2:28 am
by small_sumo
It was meeee hehe, thanks mate its all great I'm so happy :)

Posted: Thu Aug 29, 2002 8:31 am
by Mirek
ok.... a little confused....

So this solves the DM cardgame

but as for SP, how does this solve the problems there?

I have never had trouble with the card game following the instructions in the global/cardgame.scr or any AI action really as long as the map was called 'test_whatever'.
Are u refering to not having to name the SP maps with the ' test_ '? As in being capable to give it a any name one likes?

Now that would be magic

Cheers
Mirek

Posted: Thu Aug 29, 2002 5:08 pm
by Wombat
Yes, you can , after you copy the models/human/new_generic_human.tik file to your mohaa/main folder , name your SP maps anything you like......

Am investigating, cooperative singleplayer

That is instead of having allies_ai help, real people help you.......

from a multiplayer game.........

Also worked out how to make it so the cardplayers cannot be killed. They are supermen.......They cannot be shot, blown up, grenaded or rocketed......They just play cards.......
add to the script

level.howmanycards=$cardplayer.size //change to your cardplayers name
println "Number of cardplayers " level.howmanycards
level.cardplayer = exec global/makearray.scr $cardplayer
for (local.i=1;local.i<level.howmanycards+1;local.i++)
{
println "Card Player " local.i
level.cardplayer[local.i] immune bullet
level.cardplayer[local.i] immune fast_bullet
level.cardplayer[local.i] immune explosion
level.cardplayer[local.i] immune grenade
level.cardplayer[local.i] immune rocket
}

enjoy hehehehehe

Posted: Thu Aug 29, 2002 11:01 pm
by Mirek
Mate, do you ever sleep?? :lol:

I've put your model file in and and made a file with no test_ in the name, sure enough the AI works great, but now the game sounds are all gone.

I've never used a file that is not called ' test_whatever'. Is this the Uberfix issue I keep hearing about ?

So I'm off to read your Uberfix Forum.

Cheers
Mirek