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Possible AI routes and triggers in Turf?

Posted: Sat Jul 01, 2006 9:10 am
by x088x
When I was looking through the scnr tag of Turf, this is what I found:

Image

Trulife8342 at the Files Forum wrote:Now BSP does matter when it comes to AI, only because it uses spawned zones,posisitons, and triggers only found on the certain BSP...
I figure if we could somehow spawn this char (it's probably disabled), then the elite would maybe have a preset path for Turf. Now, I don't know much about AI, I'm just throwing this out there.

Posted: Sat Jul 01, 2006 9:33 am
by xXxCocoFangxXx
I think that is in every Map.

Posted: Sat Jul 01, 2006 9:49 am
by dazzajay
could be interesting, i would like to hear more.

Posted: Sat Jul 01, 2006 12:46 pm
by Twinbird24
I have a theory that a.i is spawned in the bsp but isn't really triggered, someone said they put a char into Coagulation without if freezing and said that it needed to be triggered. I think that when you but a SP char into a muliplayer map then spawn it, it is already 'triggered'. All you have to do it set it's vaules. The team it's on, ect. It's like trying to get a Pelicant into muliplayer, MC can't just drive it, you have to change the vaules (seats, ect.) of the Pelicant so MC can drive it. When you're playing single player, everytime it loads a checkpoint, is loads a new bsp (with new spawns and everything), and on the bsp are char spawns that already have the right vaules to work in SP. Does this make sence to you? But there is some scripting that goes along with a.i too.

Posted: Sat Jul 01, 2006 2:35 pm
by turk645
if we could find out more about what spawns ai and it's connection with the scnr/sbsp, then ai might be a little easier. i know there is something to do with the scnr since there are chords for ai spawns and how many too spawn, i just havent been able to spawn anything, or even get the map to freeze for that matter. And turf is probably out best bet to work with when it comes to AI in MP.

Posted: Sat Jul 01, 2006 3:27 pm
by Twinbird24
Yeah, you'll have to do some research, look at a SP map and a MP map at the same time and comapre them, look at the a.i. and stuff. People can mod a.i. in single player map and make more of them and stuff. We should do some more research on this and post it here or make a new topic.

Posted: Sun Jul 02, 2006 12:52 pm
by turk645
we need to do more research on what makes AI spawn because i added the reflexives to turf that are needed, like the squad info and syle pallete, but i still cant get the dang things to spawn. If we knew more info about the squad reflexive it might help because ever change i have made to it has been pointless thus far.

Posted: Sun Jul 02, 2006 10:24 pm
by shade45
If you want to see something interesting check out zanzibars scnr tag. it seems to have alot of the scripts needed for a small mission along with the cutscenes that were shown at E3.

Just something interesting i've noticed before

Posted: Mon Jul 03, 2006 8:30 am
by turk645
well i finaly broke the map, meaning that the ai is trying to spawn but there is an error somewhere and i think i might know where it is. i just have to continue my reseach to see if im right. If i null the values that cause it to freeze i think the map would load again because it's not trying to spawn it again.

Posted: Wed Jul 05, 2006 11:07 pm
by dazzajay
im not sure if this has any kind of meaning, or if it will help, its just somethiung i have notticed,

when you load into and play arround inside one of the two Shared maps (i cant remember wich one)

well, you are in a grey room with a tank a ghost, a banchee, a bunch of Campaign characters (with no AI) and other stuff....

often if you shoot the "Fat Flood" it will fall over and go to explode, but whenn he does, often it will crash... (im guessing it is trying to spawn them little ones with AI) but yeah....

not sure if it will help, just something i noticed.