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AI and sound

Posted: Wed Jun 18, 2003 7:17 pm
by Jagdtiger
I'm having some problems w/ a map I'm making.

AI: Allies: All they do is look around and stare at the wall texture :?

Enemies: Always turn to face me, and only cause damage if I am
close enough to breathe down their throats.

Neither Ally nor Enemy will shoot or move :(

Sound: I have tried both the Ubersound and TIKI method; Neither of them seem to work.

Here is what my script looks like:

Main:

exec global/ai.scr
etc...

end

Level waittill prespawn

$player item weapons/colt45.tik

level waittill spawn

end

Posted: Wed Jun 18, 2003 7:28 pm
by Alcoholic
why do you have a waittill prespawn after the end? after the first end, nothign is fired. you have to make threads after the main method.so it SHOULD go like this...

main:



level waittill prespawn //this waits until the level is loaded.

exec global/ai.scr

blah blah...

level waittill spawn // this waits until the player actually spawns..

$player item weapons/colt45.tik

end


Moral: dont give a player something if it dont exist yet.

Posted: Thu Jun 19, 2003 4:17 am
by mohaa_rox
Alcoholic wrote:why do you have a waittill prespawn after the end?
level waittill prespawn makes us load the stuff needed e.g exec scripts before we spawn
Alcoholic wrote:level waittill prespawn //this waits until the level is loaded.
not exactly, "level waittill spawn" waits until the level is loaded, or when we spawn. level waittill prespawn loads the stuff before we spawn
Alcoholic wrote:exec global/ai.scr
why do we need this? doesn't help in anyway! this line only execs enemyspawners like spawning enemies, used in #set 1 #group 1 targetname enemyspawner and stuff like this

hehe :wink:

Posted: Thu Jun 19, 2003 9:35 am
by jv_map
See the singleplayer maps without test tutorial :wink:

Posted: Thu Jun 19, 2003 9:44 am
by bdbodger
All the .tik's for the AI's in the game have a line like this in the .tik
$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-private (1.0 0.5 0.0) (-16 -16 0) (16 16 96)

There is a file in pak0.pk3 in the models/human directory called new_generic_human.tik . In that tik there are these lines
//-------------------------------------
// Test maps (every animation)
// Utils is a keyword for Radiant and other tools.
//-------------------------------------
includes test utils
{
which says that if the map name starts with test or utils that all the AI animations will be enabled . The directory name is part of the map name so either name your map like this test_mymap.bsp or put it in a directory called test or utils and all the animaitions will be enabled and your AI will start to attack you . Don't put your map in the DM directory because like I said the directory name is part of the map name .

There is a way to make a custom tik for to enable all animations or I have seen some ppl copy the tiks for some of the ai's and have thier custom ai's use there custom animations tik