AI not responding
Posted: Tue Feb 24, 2004 2:56 am
Like it said "no responce from AI" they just stand there looking at me.
O, and my rifle sounds funny, real low but other guns sound ok
This is a SP map with a simple objective script, Here's the script:
// M1L2
// Architecture: HogLeg
// Scripting:
main:
exec global/loadout.scr maps/m1l2.scr
exec global/ai.scr
exec global/exploder.scr
level waittill prespawn
exec global/ambient.scr m611c
$player stufftext "tmstart sound/music/mus_15a_mystery.mp3"
$player takeall
level waittill spawn
$player item weapons/M2Frag_Grenade_sp.tik
$player item weapons/thompsonsmg.tik
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/mp40.tik
$player ammo smg 300
$player ammo agrenade 8
$player useweaponclass smg
$world farplane 3200
$world farplane_color ".333 .333 .333"
$world farplane level.fogplane
fadein 2 0 0 0 1
wait 2
thread objectives
end
/////////////OBJECTIVES//////////////
objectives:
waitthread global/objectives.scr::add_objectives 1 2 "Kill the officer." $obj1.origin
set_objective_pos $officer
thread objective1
end
//////////
objective1:
waitthread global/objectives.scr::current_objectives 1
if (IsAlive $officer)
$officer waittill death
thread mission_complete
end
///////////
mission_complete:
waitthread global/objectives.scr::add_objectives 1 3 "Kill the officer." $obj1.origin
waitthread global/objectives.scr::current_objectives 0
iprintln_noloc "The officer has been killed. Mission complete!"
wait 1
exec global/missioncomplete.scr m1l2 1
end
///////////////
end
Also what I did was to add AI using the tut here/ objective\kill the officer okay then I added more AI using the Nemises tuts adding AI to a sp map! is their any conflict ?? I have done this before and it worked so I don't know whats goin on?
Thx
O, and my rifle sounds funny, real low but other guns sound ok
This is a SP map with a simple objective script, Here's the script:
// M1L2
// Architecture: HogLeg
// Scripting:
main:
exec global/loadout.scr maps/m1l2.scr
exec global/ai.scr
exec global/exploder.scr
level waittill prespawn
exec global/ambient.scr m611c
$player stufftext "tmstart sound/music/mus_15a_mystery.mp3"
$player takeall
level waittill spawn
$player item weapons/M2Frag_Grenade_sp.tik
$player item weapons/thompsonsmg.tik
$player item weapons/colt45.tik
$player item weapons/m1_garand.tik
$player item weapons/mp40.tik
$player ammo smg 300
$player ammo agrenade 8
$player useweaponclass smg
$world farplane 3200
$world farplane_color ".333 .333 .333"
$world farplane level.fogplane
fadein 2 0 0 0 1
wait 2
thread objectives
end
/////////////OBJECTIVES//////////////
objectives:
waitthread global/objectives.scr::add_objectives 1 2 "Kill the officer." $obj1.origin
set_objective_pos $officer
thread objective1
end
//////////
objective1:
waitthread global/objectives.scr::current_objectives 1
if (IsAlive $officer)
$officer waittill death
thread mission_complete
end
///////////
mission_complete:
waitthread global/objectives.scr::add_objectives 1 3 "Kill the officer." $obj1.origin
waitthread global/objectives.scr::current_objectives 0
iprintln_noloc "The officer has been killed. Mission complete!"
wait 1
exec global/missioncomplete.scr m1l2 1
end
///////////////
end
Also what I did was to add AI using the tut here/ objective\kill the officer okay then I added more AI using the Nemises tuts adding AI to a sp map! is their any conflict ?? I have done this before and it worked so I don't know whats goin on?
Thx
