AI Topic
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uh......... no. try starting over and take the bipd from a different map. also, did you do anything to the mp map before you added ai? if so you might want to start over and add ai first then transfer the changes from the old to the newkoekoek wrote:I will help you.
You have to make sure they don't don't don't get destroyed.
Because then it freezes.
- grimdoomer
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- Trulife8342
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You need zones to work, and I cant really help you out there for certain reasons. And Grim, The reason its failing to spawn is the way you are spawning them, For the floods you need the weapon pallet from the scnr SP map, And bring over the flood_arm_weap tag and it should work.koekoek wrote:Hey how do i make my ai's hunt for the players??
- grimdoomer
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the flood arm is a weapon? i just thought it is just the melee for the flood (flood claw is always atatched to the bipd even while wielding a weapon). as the turf ai mod that was created not too long ago had flood on it. they were unarmed and used melee.grimdoomer wrote:i cant find the flood_arm weapon i looked on 3 flood SP maps. i searched in the weapon pallet nothing and i looked in the weap tag nothing. and they spawn they just have freezing problems with certain explosion. will this fix it eather way im willing to try.
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im not sure. but now i have a problem of my own
i spawned a squad in a warthog.
1. the driver is standing up
2. after i kill the ai in the hog without destroying the hog, i can not enter any part of the warthog
also how can you make them drive while in a warthog or ghost. i tried to jmad edit but couldnt get anything to work

1. the driver is standing up
2. after i kill the ai in the hog without destroying the hog, i can not enter any part of the warthog
also how can you make them drive while in a warthog or ghost. i tried to jmad edit but couldnt get anything to work
- grimdoomer
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- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
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find a script or here is one for countinues respawns then put it into the script tools you will figure it out
and you can only get you AI to move through a jmad swap but they just play an anamation forever so its kinda gay search for the tut.
Code: Select all
(script continuous respawner
(sleep_until (<= (ai_living_count 0000) 0))
(ai_place 0000)
)
- Trulife8342
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yea i understand the scripts lol i made 1grimdoomer wrote:find a script or here is one for countinues respawns then put it into the script tools you will figure it outCode: Select all
(script continuous respawner (sleep_until (<= (ai_living_count 0000) 0)) (ai_place 0000) )
to i..dont...know...where...to...put....it......lol
- MilyardoX2
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- Joined: Mon Jun 26, 2006 9:16 pm
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I've always wondered something about flood that hasn't really been mentioned.
Why does the little floodlings freeze when using a new bsp and with squads added. I've made maps before with 100% working flood but then I add the AI Squads reflexive in the scnr tag and the map will freeze if the little floodlings are spawned in any way. This has always made me wonder what else is missing from the AI squads reflexive?
Why does the little floodlings freeze when using a new bsp and with squads added. I've made maps before with 100% working flood but then I add the AI Squads reflexive in the scnr tag and the map will freeze if the little floodlings are spawned in any way. This has always made me wonder what else is missing from the AI squads reflexive?
- grimdoomer
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ya well you have to get to the compiler then you will see a bunch of drop down boxes. then you can put your script in. i think you go to script - decompile to constructer. but when ever i do that it freezes, so i cant get resspawning in my maps 

well if you look there are a lot of unkowns in the chunk cloner and the meta editor for the scrn tag. and i know one of them is AI encounter zones has been labed but no options in the meta editor. i bet the key the AI perfection is in those unkowns.MilyardoX2 wrote:I've always wondered something about flood that hasn't really been mentioned.
Why does the little floodlings freeze when using a new bsp and with squads added. I've made maps before with 100% working flood but then I add the AI Squads reflexive in the scnr tag and the map will freeze if the little floodlings are spawned in any way. This has always made me wonder what else is missing from the AI squads reflexive?
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no flags
I've been following a strange tutorial I found on the net somewhere describing how to add AI to a multilayer level, the basics are you move the char Elite\ai_generic to the mp map with all but a few tags nulled, then you start cloning chunks (vehicle pallet, weapons pallet, ai squad type/size and character) then you mod the meta data (where I'm stuck).
I think I get the basics of whats going on with each step, but the problem is, when I get to the meta editing the "flags" box is empty under AI Squads, I know I'm supposed to have "spawn on startup" checked or it wont work so I was wondering if there is an easier way to do this or if I just forgot something.
I've ran through it several times so I know I'm not missing any steps in the tut, maybe someone could point me to a better tut, one not involving the use of H2Core because it refuses to work on my machine and I'd rather not get into figuring out why.
I think I get the basics of whats going on with each step, but the problem is, when I get to the meta editing the "flags" box is empty under AI Squads, I know I'm supposed to have "spawn on startup" checked or it wont work so I was wondering if there is an easier way to do this or if I just forgot something.
I've ran through it several times so I know I'm not missing any steps in the tut, maybe someone could point me to a better tut, one not involving the use of H2Core because it refuses to work on my machine and I'd rather not get into figuring out why.
- grimdoomer
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transfer the AI squads reflexive.

AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
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- Joined: Fri Sep 07, 2007 7:16 pm
I'm a total noob, do you mean with the chunk cloner? Thats what I did, at least I think... (select it, copy to clip board, open coag, ad to selected reflex/chunk add meta to map.)
offset 352, size 116 if im not mistaken.
would it work to save it with parsed/recursive/sounds and then build it in coag?
offset 352, size 116 if im not mistaken.
would it work to save it with parsed/recursive/sounds and then build it in coag?