AI scripts! [message #332751] |
Sat, 31 May 2008 09:17 |
HeavyX101- Left
Messages: 633 Registered: April 2008 Location: WindowsJail=ZipFolder
Karma: 0
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Colonel |
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Do you guys know good scripts that would make the AI behave better?
This account is no longer being active.
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Re: AI scripts! [message #333233 is a reply to message #333224] |
Tue, 03 June 2008 22:31 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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Canadacdn wrote on Tue, 03 June 2008 21:09 | M00_Action is the best AI script Renegade has to offer.
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really how so?
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Re: AI scripts! [message #333663 is a reply to message #333224] |
Fri, 06 June 2008 11:22 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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Canadacdn wrote on Tue, 03 June 2008 21:09 | M00_Action is the best AI script Renegade has to offer.
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tell me how to set it up please?
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Re: AI scripts! [message #333733 is a reply to message #333663] |
Fri, 06 June 2008 18:25 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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SSnipe wrote on Sat, 07 June 2008 04:22 |
Canadacdn wrote on Tue, 03 June 2008 21:09 | M00_Action is the best AI script Renegade has to offer.
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tell me how to set it up please?
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Same here. Haven't got a clue what most of the options do.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: AI scripts! [message #333736 is a reply to message #333733] |
Fri, 06 June 2008 18:51 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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Dthdealer wrote on Fri, 06 June 2008 18:25 |
SSnipe wrote on Sat, 07 June 2008 04:22 |
Canadacdn wrote on Tue, 03 June 2008 21:09 | M00_Action is the best AI script Renegade has to offer.
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tell me how to set it up please?
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Same here. Haven't got a clue what most of the options do.
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i pmed him and asked but i guess hes ignoring me
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Re: AI scripts! [message #333739 is a reply to message #333736] |
Fri, 06 June 2008 19:26 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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SSnipe wrote on Sat, 07 June 2008 11:51 |
Dthdealer wrote on Fri, 06 June 2008 18:25 |
SSnipe wrote on Sat, 07 June 2008 04:22 |
Canadacdn wrote on Tue, 03 June 2008 21:09 | M00_Action is the best AI script Renegade has to offer.
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tell me how to set it up please?
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Same here. Haven't got a clue what most of the options do.
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i pmed him and asked but i guess hes ignoring me
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He probably doesn't know or is away somewhere.
Edit: This is what I have worked out so far.
Startnow=Booleen (whether it starts automatically or not)
RecieveType=Variable (probably to do with customs)
Receive_Param_On=Booleen (Parameter to receive to activate script)
Receive_Param_Off=Variable(Parameter to receive to deactivate script)
ActionPriority=Variable (probably to do with how many times the script runs per second)
ActionID=Variable
_Move_Target_ID=Variable (what object ID to hunt down)
_Move_Following=Booleen
_Move_Destination=Coords (Where to go to on map)
_Move_WayPath_ID=Variable (ID of waypath to follow)
_Move_Waypath_Start_ID=Variable (ID of waypath starting point)
_Move_Waypath_End_ID=Variable (ID of waypath ending point)
_Move_Waypath_Splined=Booleen
_Move_Arrive_Distance=Variable (How far to stop from target object/coords)
_Move_Speed=Variable (Speed multiplier of max vehicle speed (0.5 for half speed, 1.0 for full etc))
_Move_Crouch=Booleen (Probably if the unit crouches for all movements)
_Move_Backwards=Booleen (causes the unit to walk/drive backwards)
_Move_PathFind=Booleen
_Attack_Target_ID=Variable (target ID to hunt and kill)
_Attack_Location=Coords (location to hunt and kill)
_Attack_Range=Variable (How far away the unit needs to be to the Location/Object until the attack starts)
_Attack_Deviation=Booleen
_Attack_Primary=Booleen (uses the primary weapon or not)
_Attack_Crouched=Booleen (crouch when attacking)
Debug_Mode=Booleen
Booleen=1 for yes, 0 for no
Variable=Any number
Coords=The XYZ coordinates of somewhere.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
[Updated on: Fri, 06 June 2008 19:54] Report message to a moderator
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Re: AI scripts! [message #334163 is a reply to message #334152] |
Sun, 08 June 2008 20:08 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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SSnipe wrote on Mon, 09 June 2008 12:33 | does it work with tanks or infantry?
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Both
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: AI scripts! [message #334174 is a reply to message #332751] |
Sun, 08 June 2008 21:08 |
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Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.
_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.
_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.
_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).
_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: AI scripts! [message #334175 is a reply to message #334174] |
Sun, 08 June 2008 21:15 |
_SSnipe_
Messages: 4121 Registered: May 2007 Location: Riverside Southern Califo...
Karma: 0
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General (4 Stars) |
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jonwil wrote on Sun, 08 June 2008 21:08 | Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.
_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.
_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.
_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).
_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.
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thank you for that you just helped a lot of people
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Re: AI scripts! [message #334209 is a reply to message #334175] |
Mon, 09 June 2008 02:53 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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SSnipe wrote on Mon, 09 June 2008 14:15 |
jonwil wrote on Sun, 08 June 2008 21:08 | Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.
_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.
_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.
_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).
_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.
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thank you for that you just helped a lot of people
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Hell Yeah!
On a related note, is the first player (who joined the server) Object ID 1? If not does this script cause the AI to attack at target at the specified location or just shoot at the coords?
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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