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AI driving

Posted: Sat Aug 16, 2008 3:01 am
by kibito87
I was wondering if anybody knows how to get AI to drive around in a MP map even if you enter the gunner or side seat. I know it can be done and has. I just can't seem to find it...

Posted: Sat Aug 16, 2008 5:07 am
by xbox
I got it to work by making the AI spawn in the vehicle and then placing markers for him to follow. sometimes it worked and sometimes it didn't... I don't know why.

Posted: Sat Aug 16, 2008 4:23 pm
by cain532
Still somewhat new to this neighborhood, but I did a mod and made the AI drive around, all you have to do is use the script "(ai_go_to_vehicle <ai> <unit> <string>)" so if your Ai encounter group was called chief, and you had a standard warthog (you'd have to go into the properties panel and give the warthog an actual name under the names palette like "warthog1" or something) You would type: (ai_go_to_vehicle chief warthog1 "W-driver")

Hope this helps! it worked for me.

Posted: Sat Aug 16, 2008 4:36 pm
by L0d3x
Cain, doing what you did let's the AI drive around an exact pre set path?
Did you test it on warthogs?

I only got it to work with ghosts and wraiths so far.

Posted: Sat Aug 16, 2008 11:59 pm
by kibito87
I'm pretty positive the way i'm looking to do this is without the need of scripting...I'm still searching. I need to get ahold of somebody that will explain it...I know for sure.

Posted: Sun Aug 17, 2008 3:49 am
by L0d3x
Kibito, you can indeed make the AI drive randomly around any map without the need for scripts. However, in the case of a warthog, they won't really come looking for the player. You'd basically need to hop in and risk being splattered.

I think you just need to check the AI flying box in the driver seat part of the warthog. And there may have been a few other boxes that needed checking, though I am not sure which these would have to be.

Posted: Sun Aug 17, 2008 8:16 am
by kibito87
ah thank you for the input. I will try that and see how it turns out. You know, of all the crap i've done to get this to work and I never checked the actual warthog....which is what I thought of the other day but forgot.

Edit* Turns out that was what it was. I can't believe I didn't think of it earlier. Thank you very much for pointing me in the right direction.

Posted: Wed Sep 03, 2008 12:25 am
by jackson117
a better question is can someone tell me how to make better driving ai because i notice they crash alot when thier in combat

Posted: Wed Sep 03, 2008 3:04 pm
by rerout343
Why do people always bump month old topics with pointless posts :?

Posted: Wed Sep 03, 2008 3:15 pm
by xbox
It is a legitimate question in a forum that doesn't have much activity. This post was only third from the top.

Posted: Wed Sep 03, 2008 3:20 pm
by rerout343
Guess your right, I posted without thinking

Posted: Wed Sep 03, 2008 3:47 pm
by Cryticfarm
There a tut in the ghost's tutorial resource made by kirby I believe. So ummm, check that. All I know is that you have to modify some actv's.

Posted: Tue Sep 09, 2008 5:28 pm
by EchoRanger449
I remember when I scripted flying AI- that was pretty hard, but I got them to fly in a certain area near the player, until he switched areas, then they would go fly above him there.

Finally, after all the enemies were killed, I scripted them to go to a trigger, and once inside that trigger, they'd get out of the vehicle. I couldn't have done it without scripting and editing the warthog's AI section for the vehicle tag- I think it had to do with some radius or something. Flying AI rarely get to the waypoint, just give them a larger radius around the point. I am sure this holds true, though probably not as necessary, for driving AI.

Check this out-
http://www.youtube.com/watch?v=j6TQZtSkKrk