AI waypath [message #297088] |
Fri, 16 November 2007 06:34 |
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The Elite Officer
Messages: 602 Registered: September 2007 Location: Chapel Hill, North Caroli...
Karma: 0
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Colonel |
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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.....
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Re: AI waypath [message #297139 is a reply to message #297088] |
Fri, 16 November 2007 10:08 |
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Canadacdn
Messages: 1830 Registered: September 2005 Location: Temple of Nod
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General (1 Star) PLECOS MASTER |
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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] Report message to a moderator
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Re: AI waypath [message #297141 is a reply to message #297139] |
Fri, 16 November 2007 10:10 |
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The Elite Officer
Messages: 602 Registered: September 2007 Location: Chapel Hill, North Caroli...
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Colonel |
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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] Report message to a moderator
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Re: AI waypath [message #297208 is a reply to message #297088] |
Fri, 16 November 2007 20:22 |
bisen11
Messages: 797 Registered: December 2004
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Colonel |
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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.
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Re: AI waypath [message #297630 is a reply to message #297482] |
Mon, 19 November 2007 09:41 |
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The Elite Officer
Messages: 602 Registered: September 2007 Location: Chapel Hill, North Caroli...
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Colonel |
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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.....
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Re: AI waypath [message #297882 is a reply to message #297652] |
Tue, 20 November 2007 09:38 |
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The Elite Officer
Messages: 602 Registered: September 2007 Location: Chapel Hill, North Caroli...
Karma: 0
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Colonel |
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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.....
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Re: AI waypath [message #298240 is a reply to message #297882] |
Thu, 22 November 2007 09:28 |
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The Elite Officer
Messages: 602 Registered: September 2007 Location: Chapel Hill, North Caroli...
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Colonel |
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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.
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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.....
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Re: AI waypath [message #298354 is a reply to message #297088] |
Thu, 22 November 2007 16:01 |
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Slave
Messages: 607 Registered: December 2006
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Colonel |
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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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