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Sentinels - AI
Posted: Sat Sep 08, 2007 8:11 am
by Umbral
Okay I am having a huge problem with my sentinels not moving or shooting or anything. They are place appropriately the settings are set right, the team is set right everything is correct. The only problem is when I try and load the game. They are there but they will not move the just sit there same thing with the sentinel enforcers unless you drive under them then they will follow you and pick you up to crush you. I remember someone telling me it was a script problem but I don't which script to put in and if I copy the script index from the SP map I am using as a BSP it freezes so please someone help me and maybe teach me how to properly inject scripts to where it won't freeze.
Posted: Sat Sep 08, 2007 8:21 am
by Zone 117
Someone please help him, this would be a great addition to AI Revision v2.
Posted: Sat Sep 08, 2007 8:25 am
by L0d3x
Have you tried tinkering with the jmad settings?
Posted: Sat Sep 08, 2007 9:08 am
by Umbral
L0d3x wrote:Have you tried tinkering with the jmad settings?
That's not it I have tried it has to do with scripts. I guess I need help on how to properly inject those so they wont freeze my box.
Posted: Sat Sep 08, 2007 4:07 pm
by Agent ME
What script command would you use to make a sentinel move intelligently? The only command that would be of any use, I think called cs_direction, only moves a character a specific distance in a specific direction. Unless you want to make a specially choreographed pre-scripted synchronized sentinel dance or something of the sort, I don't think it would be useful.
Posted: Sat Sep 08, 2007 8:54 pm
by grimdoomer
that might be fun
Posted: Sun Sep 09, 2007 6:47 am
by Zone 117
Agent ME wrote:Unless you want to make a specially choreographed pre-scripted synchronized sentinel dance or something of the sort, I don't think it would be useful.
Lmao...
So do sentinels just move and shoot like other AI?
Posted: Sun Sep 09, 2007 3:54 pm
by Agent ME
I'd assume that their movement is a bit different from regular biped movement, as they probably don't have the same type of 'walking' animation.
About the pre-scripted dance thing, I did make an elite on Coagulation do a simple little "jig" (to call it a dance would be to call a toddler's ramblings a conversation) involving stepping back and forth, and then corpse-humping the ground, and then stare at the player. Now that I think of it, I was going to make it so several elites did the same thing, but when I couldn't get the compiler to compile the command to make them jump, I didn't bother to continue it. Could be a fun project to get back into
