I have some Questions
Posted: Wed Jul 09, 2008 4:55 am
I'll start with my first. How can I make my ai stop running out of ammo? My snipers end up going from dealing out complete pwnage to utter failure after a few rounds.
Visit remnantmods.com for more information
http://www.halomods.info/
Code: Select all
(script startup script_1
(ai_allegiance player human)
(sleep_until (volume_test_objects trig_1 (players))5)
(sv_say "Chief, Clear out all hostiles in the base, reinforcements will arrive when the area is secure")
(ai_place blue_floor_1_2_cov)
(ai_place blue_floor_1_1_mar)
(sleep_until (volume_test_objects trig_2 (players))5)
(ai_place blue_floor_1_3_cov)
(sleep_until (= (ai_living_count blue_floor_1_2_cov) 0) 5)
(sleep_until (= (ai_living_count blue_floor_2_1_cov) 0) 5)
(sleep_until (= (ai_living_count pel_cov) 0) 5)
(sleep_until (= (ai_living_count blue_floor_1_1_cov) 0) 5)
(sleep_until (= (ai_living_count blue_floor_1_3_cov) 0) 5)
(game_save_totally_unsafe)
(sv_say "Head to the small building at the front Chief, the area's secure")
(sleep_until (volume_test_objects trig_3 (players))5)
(game_save_totally_unsafe)
(sv_say "Marines are on the way, south of your position Chief, enemy reinforcements are aproaching from the north")
(sv_say "Clear 'em out!")
(ai_place ground_blue_1_mar)
(ai_place ground_blue_1_cov)
(ai_place ground_blue_2_cov)
(object_create_anew gun2)
(object_create_anew gun2)
(ai_place maze_def_1_cov)
(sleep_until (= (ai_living_count ground_blue_1_cov) 0) 5)
(sleep_until (= (ai_living_count ground_blue_2_cov) 0) 5)
(game_save)
(sv_say "Chief, there is another Covanent base to the south, rock falls block the most direct route")
(sv_say "You'll have to head north, the path leads round to the base")
(sleep_until (volume_test_objects trig_4 (players))5)
(ai_place maze_ass_mar)
(ai_place blue_path_1_cov)
(ai_magically_see_players blue_path_1_cov)
(sv_say "Marines are scrambled everywhere Chief, help as many as you can")
(sleep_until (volume_test_objects trig_5 (players))5)
(ai_place maze_1_cov)
(sv_say "A Warthog is waiting with some marines on the other side of this building Chief")
(sleep_until (volume_test_objects trig_6 (players))5)
(game_save_totally_unsafe)
(ai_place maze_1_mar)
(sv_say "Sir! We're here to help")
(sleep_until (volume_test_objects trig_7 (players))5)
(game_save_totally_unsafe)
(ai_kill_silent tele_block_cov_1)
(object_create_anew wart1)
(object_create_anew wart3)
(sv_say "Use the Warthog Chief, get to the Covanent base fast")
(ai_place warthog_mar)
(ai_place maze_ass_1_cov)
(ai_place maze_ass_2_cov)
(sleep_until (volume_test_objects trig_8 (players))5)
(ai_set_respawn maze_ass_1_cov false)
(object_create_anew wart2)
(object_create_anew gho1)
(object_create_anew gho2)
(object_create_anew gun6)
(object_create_anew sniper1)
(ai_place centre_1_cov)
(ai_place centre_2_cov)
(ai_place red_path_1_1_cov)
(ai_place red_path_1_2_cov)
(sleep_until (volume_test_objects trig_9 (players))5)
(game_save_totally_unsafe)
(object_create_anew gun3)
(object_create_anew gun4)
(object_create_anew gun5)
(sv_say "The base is full of Covanent Chief, start the battle now, reinforcements are on the way")
(ai_place red_path_exit_ambush)
(ai_place ground_red_1_cov)
(ai_place ground_red_2_cov)
(ai_place ground_red_3_cov)
(ai_place red_floor_1_1_cov)
(ai_place red_floor_1_2_cov)
(ai_place red_floor_2_1_cov)
(sleep_until (volume_test_objects trig_19 (players))5)
(sv_say "NOTICE: the teleporter right of your spawn point will activate upon the start of the battle")
(sleep_until (volume_test_objects trig_10 (players))5)
(sv_say "Reinforcements have arrived Chief")
(ai_command_list_advance ground_red_3_cov)
(ai_kill_silent tele_block_cov_2)
(ai_place ground_red_1_mar)
(ai_place ground_red_2_mar)
(ai_magically_see_encounter ground_red_1_mar ground_red_1_cov)
(ai_magically_see_encounter ground_red_2_mar ground_red_2_cov)
(sleep_until (volume_test_objects trig_11 (players))5)
(game_save_no_timeout)
(sv_say "Those look like teleporters")
(ai_place red_floor_1_3_cov)
(ai_place red_floor_1_1_mar)
(sleep_until (volume_test_objects trig_12 (players))5)
(game_save_cancel)
(game_save_no_timeout)
(sv_say "Chief, Enemies are arriving through the teleporters")
(ai_place red_floor_1_4_cov)
(sleep_until (= (ai_living_count red_floor_1_4_cov) 0) 5)
(sleep_until (= (ai_living_count red_floor_2_1_cov) 0) 5)
(sleep_until (= (ai_living_count ground_red_1_cov) 0) 5)
(sleep_until (= (ai_living_count ground_red_2_cov) 0) 5)
(sleep_until (= (ai_living_count ground_red_3_cov) 0) 5)
(sleep_until (= (ai_living_count red_floor_1_1_cov) 0) 5)
(sleep_until (= (ai_living_count red_floor_1_2_cov) 0) 5)
(sleep_until (= (ai_living_count red_floor_1_3_cov) 0) 5)
(game_save_cancel)
(game_save_totally_unsafe)
(sv_say "Head to the small building at the front Chief, the area is clear of hostiles")
(sleep_until (volume_test_objects trig_13 (players))5)
(game_save_totally_unsafe)
(object_create_anew shotgun1)
(object_create_anew rifle1)
(object_create_anew rifle2)
(object_create_anew pistol1)
(object_create_anew launcher1)
(object_create_anew sniper2)
(object_create_anew cannon1)
(object_create_anew ammo1)
(object_create_anew ammo2)
(object_create_anew ammo3)
(object_create_anew ammo4)
(object_create_anew ammo5)
(object_create_anew ammo6)
(object_create_anew ammo7)
(object_create_anew ammo8)
(object_create_anew ammo9)
(object_create_anew ammo10)
(object_create_anew ammo11)
(object_create_anew ammo12)
(object_create_anew ammo13)
(object_create_anew ammo14)
(object_create_anew ammo15)
(object_create_anew ammo16)
(object_create_anew ammo17)
(object_create_anew ammo18)
(object_create_anew ammo19)
(ai_kill_silent tele_block_cov_3)
(object_create_anew wart4)
(object_create_anew shee1)
(object_create_anew shee2)
(object_create_anew gun7)
(ai_place mar_reinforcements_1)
(sv_say "A friendly outpost further up the road has been taken by the Covenant, survivors are regrouping here")
(sv_say "Chief, there are banshees there. Clear out the hostiles and grab one. It would really help in the upcoming battle")
(sleep_until (volume_test_objects trig_15 (players))5)
(sv_say "Chief, marines report they left a sniper rifle and a launcher with plenty of ammo in there")
(game_save_totally_unsafe)
(ai_place outpost_jackals)
(ai_place outpost)
(object_create_anew wart5)
(object_create_anew wart6)
(ai_place mar_reinforcements_2)
(unit_set_enterable_by_player wart5 false)
(unit_set_enterable_by_player wart6 false)
(sleep_until (volume_test_objects trig_17 (players))5)
(sv_say "NOTICE: moving the Banshee on the right off the teleporter base will activate the teleporter near base 2 (the red one).")
(ai_place outpost_banshee)
(ai_kill_silent ground_red_1_mar)
(ai_kill_silent ground_red_2_mar)
(ai_kill_silent red_floor_1_1_mar)
(sleep_until (volume_test_objects trig_16 (players))5)
(game_save_no_timeout)
(object_create_anew gun8)
(object_create_anew gun9)
(object_create_anew gun10)
(object_create_anew gun11)
(sv_say "Chief, enemy reinforcements are arriving through the teleporters. They're crossing over the centre valley!")
(ai_place cov_reinforcements_1)
(ai_place centre_cov_up_1)
(ai_place centre_cov_up_2)
(ai_place centre_cov_up_3)
(ai_place air_def_outpost)
(sleep_until (= (ai_living_count cov_reinforcements_1) 0) 5)
(sv_say "They're retreating! Chief, head to the small building at the front of the second base")
(game_save_cancel)
(game_save_no_timeout)
(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
(sleep_until (= (ai_living_count outpost) 0) 5)
(sleep_until (= (ai_living_count air_def_outpost) 0) 5)
(sleep_until (volume_test_objects trig_13 (players))5)
(game_won)
)
(script startup script_2
(sleep_until (= (ai_living_count ground_blue_1_cov) 0) 5)
(sleep_until (= (ai_living_count ground_blue_2_cov) 0) 5)
(sleep_until (volume_test_objects trig_14 (players))5)
(ai_place centre_ambush_pel)
)
(script startup script_3
(sleep_until (volume_test_objects trig_16 (players))5)
(sleep_until (> (ai_living_count outpost_banshee) 0) 5)
(sleep_until (volume_test_objects trig_13 (players))5)
(sleep_until (> (ai_living_count outpost_banshee) 0) 5)
(sv_say "The Outpost still has hostiles")
)
(script startup script_4
(sleep_until (volume_test_objects trig_16 (players))5)
(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
(sleep_until (> (ai_living_count outpost_jackals) 0) 5)
(sleep_until (volume_test_objects trig_13 (players))5)
(sleep_until (> (ai_living_count outpost_jackals) 0) 5)
(sv_say "The Outpost still has hostiles")
)
(script startup script_5
(sleep_until (volume_test_objects trig_16 (players))5)
(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
(sleep_until (> (ai_living_count outpost) 0) 5)
(sleep_until (volume_test_objects trig_13 (players))5)
(sleep_until (> (ai_living_count outpost) 0) 5)
(sv_say "The Outpost still has hostiles")
)
(script startup script_6
(sleep_until (volume_test_objects trig_16 (players))5)
(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
(sleep_until (= (ai_living_count outpost) 0) 5)
(sleep_until (> (ai_living_count air_def_outpost) 0) 5)
(sleep_until (volume_test_objects trig_13 (players))5)
(sleep_until (> (ai_living_count air_def_outpost) 0) 5)
(sv_say "The Outpost still has hostiles")
)
(script startup script_7
(sleep_until (volume_test_objects trig_16 (players))5)
(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
(sleep_until (= (ai_living_count outpost) 0) 5)
(sleep_until (= (ai_living_count air_def_outpost) 0) 5)
(sv_say "The Outpost is clear of hostiles")
)
(script startup script_8
(sleep_until (= (ai_living_count ground_blue_1_cov) 0) 5)
(sleep_until (= (ai_living_count ground_blue_2_cov) 0) 5)
(sleep_until (volume_test_objects trig_18 (players))5)
(sv_say "NOTICE: moving the Warthog off the teleporter base will activate the teleporter left of your spawn point.")
)
(script continuous script_9
(sleep_until (volume_test_objects trig_20 (players))5)
(sv_say "COMPUTER: Unacceptable Lifeform, Depositing...")
)
(script continuous script_10
(sleep_until (volume_test_objects trig_21 (players))5)
(sv_say "COMPUTER: Unacceptable Lifeform, Depositing...")
)
Goody, I'll look through HS_DocAndrew_b wrote:For question 3, you would put a trigger volume where you would want the teleporter, then a flag where you want him to teleport to. Then you would use a script that i have forgotten
Mine opens with the ¬ key.I beilieve to open the console hit the ~ key. On my keyboard it is under the Escape button