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AI not responding

Posted: Tue Feb 24, 2004 2:56 am
by hogleg
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 :shock:

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

Posted: Tue Feb 24, 2004 3:20 pm
by Angex
Did you prefix the map with "test_", or use the tiki workaround ?

Posted: Tue Feb 24, 2004 8:20 pm
by hogleg
No, like in the Nemises tutorial I named my map M1L1 and it works ok, or at least it did in my last map.

Unknow Im not sure about this test thing, I think that is only in MP.
My BKmusic works ok with my map named M1L1.bsp

But I'll try naming test_mymap.bsp, thx.

Posted: Wed Feb 25, 2004 12:54 am
by bdbodger
yes the prefix of the map name is important as you see in this part of the models/human/new_generic_human.tik that contains the animations

Code: Select all

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
	}

test will enable all the animations exept the dialog animations also the directory is part of the map name so if you map is in the dm directory test won't work you maps name will be dm/mymap.bsp so you map starts with dm not test .

Posted: Wed Feb 25, 2004 7:38 pm
by hogleg
I have one level named M1L1.bsp and everything works great!

My second level is named M1L2.bsp and my AI just stand there?

The map & script are in main\maps for its a SP map.

I guess I'll drag m1l1 out of there and rename m1l2 to m1l1 and c what transpires.

see they just stand there, they even look wasted!
Image

LOL

Posted: Thu Feb 26, 2004 4:29 am
by nuggets
with this i can help, but it may cause inference :?

in mission 2 there is submission a b and i think c
each of these have their own script and inside models/***.tik files it has and if reference to add certain anims, as m1l2 is not a mapname previously used, it will not locate the needed anims

however if you place this file http://www.angelfire.com/ne2/nuggets/z_ ... ims_in.pk3 in your /main folder, all anims will be loaded irrelevant of M*L* or test_prefixes mapnames

only problem is getting sound :(

Posted: Thu Feb 26, 2004 4:51 am
by omniscient
whats worng with putting test_ infornt of the name?

M1l1

Posted: Thu Feb 26, 2004 8:05 am
by tltrude
The reason m1l1 works is because there already is a singleplayer map named m1l1. You just subsituted your map and script files for the ones in pak5. And, there is no map name m1l2--it's named m1l2a.

There is a work around for using the name "test", but if you want an instant fix, name them "test_m1l2".

Posted: Thu Feb 26, 2004 6:32 pm
by hogleg
Thanks all, that was the prob. :D