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AI waypath [message #297088] Fri, 16 November 2007 06:34 Go to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
HI, I placed an AI, Nod_Minigunner_Agg, and then laid a infantry only waaypath and then attached a script JFW_Follow_Waypath but when it follows the waypath and gets to the end it will not fire at the enemies it just sits there. And also if I put just the AI bot itself it will not fire at the enemy, so what can I do? I guess I am trying to get it to be like the AI in MP practiece.

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: AI waypath [message #297123 is a reply to message #297088] Fri, 16 November 2007 09:34 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
Here is a screenshot of another AI bot that got to the end of the waypath and would not fire at me.

http://i226.photobucket.com/albums/dd102/EliteOfficer/BrokenAI.jpg


The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: AI waypath [message #297139 is a reply to message #297088] Fri, 16 November 2007 10:08 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
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General (1 Star)
PLECOS MASTER
If you tell it to just follow the waypath, it will not fire at you. Add some more scripts to get it to do that, and if you want it to keep moving on the waypath, select the green triangle at the beginning of it and check off "two way". If the waypath loops around back to the base, check off "loop" too.

[Updated on: Fri, 16 November 2007 10:10]

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Re: AI waypath [message #297141 is a reply to message #297139] Fri, 16 November 2007 10:10 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
Yes but what script do I use to get it to get to the end of the waypath and then act like an AI bot and fire at the enemy?

EDIT:

I mean I used the AI bot from the game and it has the proper "innate" settiing on it, so why is it not working, what did they do in MP practiece to get theirs to work?


The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....

[Updated on: Fri, 16 November 2007 10:12]

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Re: AI waypath [message #297208 is a reply to message #297088] Fri, 16 November 2007 20:22 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Colonel
It should work if you have proper innate settings... I never had problems with that. Post a screenshot of your innate settings and the scripts attached to the bot.

http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg
Re: AI waypath [message #297482 is a reply to message #297208] Sun, 18 November 2007 15:59 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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General (3 Stars)
Check is_innate
Generate pathfind
and he will not shoot while following the waypath


Re: AI waypath [message #297630 is a reply to message #297482] Mon, 19 November 2007 09:41 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
Never mind, I fixed the problem. I attached a script "M00_Action" to give them the AI ability, and then I attached "JFW_Follow_Waypath" and it worked just fine, plus I did not have to run the pathfind.

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: AI waypath [message #297652 is a reply to message #297630] Mon, 19 November 2007 10:55 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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As a side note, the only vehicle type that will follow waypaths without pathfind are air craft.

Re: AI waypath [message #297882 is a reply to message #297652] Tue, 20 November 2007 09:38 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
Lies, I attached the JFW_Follow_Waypath script to a vech and it followed a waypath just fine, in fact I noticed I never need to run pathfind, even with the harvy. I just have to lay the path and it does it by itself with no pathfind. Anyway I was also using CPU_Neo_Vehicle script on all the vechs besides the hrarvys.

The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: AI waypath [message #298045 is a reply to message #297882] Wed, 21 November 2007 07:18 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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The Elite Officer wrote on Tue, 20 November 2007 09:38

Lies, I attached the JFW_Follow_Waypath script to a vech and it followed a waypath just fine, in fact I noticed I never need to run pathfind, even with the harvy. I just have to lay the path and it does it by itself with no pathfind. Anyway I was also using CPU_Neo_Vehicle script on all the vechs besides the hrarvys.

You do realize that you only have to generate pathfind once right?


Re: AI waypath [message #298240 is a reply to message #297882] Thu, 22 November 2007 09:28 Go to previous messageGo to next message
The Elite Officer is currently offline  The Elite Officer
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Colonel
The Elite Officer wrote on Tue, 20 November 2007 11:38

Lies, I attached the JFW_Follow_Waypath script to a vech and it followed a waypath just fine, in fact I noticed I never need to run pathfind, even with the harvy. I just have to lay the path and it does it by itself with no pathfind. Anyway I was also using CPU_Neo_Vehicle script on all the vechs besides the hrarvys.


You did not read my message fully, I said that I NEVER need to do the pathfind, it seems to work without it.


The reason Uranus is tilted 90 degrees is because god got angry and kicked it over.....
Re: AI waypath [message #298354 is a reply to message #297088] Thu, 22 November 2007 16:01 Go to previous message
Slave is currently offline  Slave
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Colonel
Ground troops do need pathfind. If you would pay a bit of attention, you would notice westwood already generated pathfind in the .lvl file you edited on.

So in a way both of you ladies are right. It needs to be done, but Elite never did it because it was already done by westwood.
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