Scripts Question COME ON! [message #143856] |
Tue, 15 March 2005 23:43 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Ok im making a vehicle a.i. tutorial and i thought i knew how to do it, but now that i tried nothing works. Ive even resorted to making my own script but still the vehicle refuses to shoot and follow a waypath at the same time. One or the other, sure yeah but not both.
Whats the best combination? ive tried:
JFW_Follow_Waypath
JFW_Base_Defence
M00_Follow_Waypath_initiate
JFW_Base_Defence
JFW_Follow_Waypath
M00_Base_Defence
And countless others! arrg.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
[Updated on: Wed, 16 March 2005 19:49] Report message to a moderator
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Scripts Question COME ON! [message #143886] |
Wed, 16 March 2005 06:24 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Yeah i know! god forbid there would be a easy combination for the ability, but no! it must be reserved for the mighty apple.
I know of a perfect script on the first lv for sp, but the nod buggy that its on isnt in LE, its spawned at some trigger that i cant find.
~ Right after you blow up the nod barracks and you head up the road. It follows a circular waypath and is very defensive. Perfect, i mean its a kiss of perfectness.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Scripts Question COME ON! [message #143939] |
Wed, 16 March 2005 13:48 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Ok so basically no one knows. Its been 15 hours and no body knows.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Scripts Question COME ON! [message #144018] |
Wed, 16 March 2005 19:49 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Come on! you can honestly tell me that no one here has gotten a vehicle to work.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Scripts Question COME ON! [message #144020] |
Wed, 16 March 2005 20:04 |
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IRON FART
Messages: 1989 Registered: September 2003 Location: LOS ANGELES
Karma: 0
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General (1 Star) |
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dueltommychan, you are officially wierd.
Quote: |
Yeah i know! god forbid there would be a easy combination for the ability, but no! it must be reserved for the mighty apple.
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LOL
Maybe you need to use something instead of JFW_Base_Defence or M00_Base_Defence. After all, those were designed for stationary objects.
Quote: |
Quote from IRC
<[Digital]> get man_fucking_a_car.mpg
<[Digital]> ah fuck wrong window
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[Updated on: Wed, 16 March 2005 20:06] Report message to a moderator
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Scripts Question COME ON! [message #144023] |
Wed, 16 March 2005 20:11 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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As of just right now, just a Gdi humvee and a Nod buggy going around two round waypaths. I want them to shoot at each other as they go around.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Scripts Question COME ON! [message #144037] |
Wed, 16 March 2005 21:14 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Oh dont get me wrong, im all for AI with pathfind, and i am going to include it in my tutorial, but what did you use to make it attack you and also have freedom of movement?
Cant have a vehicle AI tutorial and not touch on the waypaths. Also i can have the vehicles drive to certian spots like bases and when they reach the end they are freelance.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Scripts Question COME ON! [message #144042] |
Wed, 16 March 2005 21:51 |
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NeoSaber
Messages: 336 Registered: February 2003
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Recruit |
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Those vehicles are using Neo_Vehicle_AI, a script I wrote since I didn't want to use AI vehicles stuck to waypaths. It's kind of a beta version of the script since I didn't finish all the features I originally planned for it.
I don't think they actually moved and fired at the same time though. I think when they found a target they'd stop and fire at it as long as it stayed alive and in range. I wrote the script to run in a loop of timers when the vehicle is fighting. Every second or so it checks if the target needs to be chased or attacked and changes the current action if required. That way if a target runs off it starts chasing them again.
NeoSaber
Renegade Map Maker at CnC Source
Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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Scripts Question COME ON! [message #144068] |
Thu, 17 March 2005 01:09 |
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I used thsi for the BattelTanx AI Tanks:
Created a Spawner for this Tank, attatched:
M03_BasePatrol (This needs the WAYPATH id not the Id of a singel Waypoint!! I mention that on Renhlp also)
The Tank itself has attached:
M00_Base_Defence
For this to work you must chekc that several things are settet up right!:
- The "SightRange" Should be set to something like 100 or so or the Vehile just won't recognize you!
- The "SightArc" Should be 360° or the Vehicle won't recognize you when you are behind it!
- The Turret settings should be settet so the Tank aktualli can turn completely around
- activate AIM2D, type Turret
- Be sure the Spawner AND the Tank are setted up for the right team!
- Be sure to have Waypathes generated!!
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"Don't say it is imposible... just find a solution!"
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Scripts Question COME ON! [message #144790] |
Sun, 20 March 2005 18:29 |
bisen11
Messages: 797 Registered: December 2004
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Colonel |
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How's that Gaurd Duty script work? I think i get the Range and waypath id. But what is all that other stuff in it? And would i need any other scripts along with it or no?
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