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AI's in maps....
Posted: Wed Jun 25, 2003 3:25 am
by 7th Es Cyborg
is there a way to remove AI's that don't have a target name?
I've already changed the bsp to .map to get the names, and for good measure did a remove on all the generic target names that are listed in the ai.scr but I still have around 15 germans on the converted map that I can't get rid of......
Posted: Wed Jun 25, 2003 4:03 am
by Alcoholic
if they dont have a targetname, you cant really do anything to them.
AI's in maps
Posted: Sun Oct 19, 2003 2:47 pm
by Gold
if theres no way to do it then how did wartech do it????
Re: AI's in maps
Posted: Sun Oct 19, 2003 4:46 pm
by jv_map
Gold wrote:if theres no way to do it then how did wartech do it????
Did he?

Posted: Sun Oct 19, 2003 5:30 pm
by 7th Es Cyborg
this is an old thread, but I did eventualy find out how to do it.
Open the maps BSP in notepad, scroll to where it has the AI spawn information like such:
{
"classname" "ai_german_wehrmact_soldier"
"scale" "1.0"
"model" "human//german_wehrmact_soldier.tik"
you need to edit the model name, like in the example change
"human//german_wehrmact_soldier.tik"
to
"human//german_wehrmact_foldier.tik"
when the map loads it will try to spawn the edited model, which of course does not exist, so it will create a one line error and not spawn it.
Make sure you change just one letter, do not remove or add things to the bsp file or it will not load the map!!!
This also works for removing static models.
Ai
Posted: Sun Oct 19, 2003 7:28 pm
by Gold
"human//german_wehrmact_soldier.tik"
to
"human//german_wehrmact_foldier.tik"
would ya change that throughout the whole bsp ,,and what would ya change this to?? "model" "human//german_winter_type1.tik" or this
"model" "human//german_wehrmact_grenadier.tik"?? and would ya only change tik lines only or also the accompanied lines such as
"classname" "ai_german_wehrmact_grenadier"
I tryed the above method
"human//german_wehrmact_soldier.tik"
to
"human//german_wehrmact_foldier.tik"
in just one line and map would not load:(
what am i doin wrong?? lol
Posted: Mon Oct 20, 2003 4:24 am
by 7th Es Cyborg
ok this is straight out of one of my map that works:
Code: Select all
{
"enemysharerange" "0"
"hearing" "512"
"classname" "ai_german_afrikacorps_soldier"
"scale" "1.0"
"model" "suman//german_afrika_private.tik"
"testanim" "idle"
"origin" "-5436.00 -5092.00 716.00"
"angle" "270"
"type_idle" "idle"
"type_attack" "cover"
"type_disguise" "salute"
"type_grenade" "grenade"
"sound_awareness" "20"
"noticescale" "70"
"fixedleash" "0"
"waittrigger" "0"
"accuracy" "20"
"ammo_grenade" "0"
"disguise_range" "256"
"disguise_period" "15"
"disguise_level" "1"
"gren_awareness" "10"
"leash" "256"
}
the original tik was:
"model" "human//german_afrika_private.tik"
Changed to:
"model" "suman//german_afrika_private.tik"
you have to make sure you don't add any extra letters or take away any extra letters - the number of letters total in the file must remain the same or it won't work.
bodybagger may be able to add more to this than I did as far as an explanation - he's the one who showed me this trick...
Posted: Mon Oct 20, 2003 4:39 am
by 7th Es Cyborg
doh - just thought about something, I'm doing my editing in red hat (linux) so windows notepad might be saving it wrong. Try using a hex editor or another text editor with a clean (unaltered) bsp file each time and see what happens - post which works right for you so others working in windows can use that.
Posted: Wed Oct 22, 2003 1:17 am
by nuggets
good thinking that man
editing the .bsp will work as long as characters are only changed and not added, there is a character count in the .bsp so if this doesn't match, YOUR SCREWED!!!

AI's in maps....
Posted: Wed Oct 22, 2003 7:22 pm
by Gold
Cyborg i checked out what ya were sayin and it was %100 per cent accurate:) Also nuggets the idea is to change one letter in each line so the ai soldiers dont load,,,a friend of mine knew how to hex so i sent him the bsp and told him what to do,,he did so and sent it back,,took him like 4 minutes to change human to suman and theres was over 20 ai soldiers in that paticular map. Then i in turn i just set up the script so the map runs in tdm mode etc,,,flawlessly if i might add.Only took like 2 minutes after he sent me the editor to teach me how to do it lol
Posted: Thu Oct 23, 2003 12:19 am
by nuggets
i know...
i was making sure that was all people were doing...
AI's in maps....
Posted: Sun Oct 26, 2003 9:20 pm
by Gold
ok another question,,i removed some static barbwire using the above decribed method. Now the problem is i still cant walk thru were the barbwire was. Is there any solution to this ? Any info would be appreciated:)
Posted: Mon Oct 27, 2003 2:42 am
by 7th Es Cyborg
there is probably a clip brush there