[Mod] Hunters in Zanzibar!

This forum is for files only, Utilities and Hacks go here, not skins.

Eh?

Excellent
23
51%
Good
15
33%
OK
6
13%
Poor
0
No votes
Crap
1
2%
 
Total votes: 45

Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Post by Hawaiian Modder »

Yeah, There isn't any possible way I know of to kill off ai with a script, Unless you could get a rocket to spawn right next to the ai when you want it to die using a script.
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
Jubakuba




Advisor

Posts: 335
Joined: Sun Nov 13, 2005 7:07 pm
Location: Behind you!
Contact:

Post by Jubakuba »

lol
that works :-)
Image
Image
[Formerly Known as PPFNOOB101]
Jubakuba, no its not in the dictionary!
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

SingingBlaze wrote:About a year back I changed my biped to a hunter and noticed I couldn't beat so I was just wondering Detox. I was thinking maybe create two scripts for respawning. The current one and one that kills all AI before the Respawn so you do not get heaps like in that flood mod. Anyway back on topic I like the look of this mod but the hunter would be good with another AI. Will download soon.
Why not just make a script that waits until they're dead until they respawn?
User avatar
snakejknight




Trickster Wave Pyre Wordewatician 500

Posts: 693
Joined: Sun Jun 04, 2006 1:00 pm
Location: North Hollywood California

Post by snakejknight »

Hawaiian Modder wrote:Yeah, There isn't any possible way I know of to kill off ai with a script, Unless you could get a rocket to spawn right next to the ai when you want it to die using a script.
thats not a bad idea, but i would prefer a script where every five seconds or so, wach ai that died would respawn from its original starting location...

i found a script header that was interesting...

Code: Select all

[315](void ai_teleport_to_starting_location_if_outside_bsp)
Not sure wat this will do but i will try it in a while
Last edited by snakejknight on Thu Oct 05, 2006 2:56 pm, edited 1 time in total.
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

That wouldn't be useful at all...

It'd be possible to make a script like you said, assuming the compiler holds up.
User avatar
SingingBlaze




Stylist Trickster Critic

Posts: 348
Joined: Sun Sep 10, 2006 6:02 pm

Post by SingingBlaze »

Agent ME wrote: Why not just make a script that waits until they're dead until they respawn?
Yer but I didn't think that was possible well I'm out of my league anyway my scripts never compile. Could you show me an example of a script that would do what you said?
-DeToX-




Illusionist Recreator Connoisseur Acolyte
Sigma Decryptor Droplet Pyre
Blacksmith Socialist New Age System Engineer
ONI

Posts: 4589
Joined: Sun Jun 18, 2006 3:58 pm
Location: ...

Post by -DeToX- »

3 Scripts For Respawning can be found here.
The First One will only respawn them once.
The Second will keep respawning them once they die.
I didn't read the third.
Image
User avatar
snakejknight




Trickster Wave Pyre Wordewatician 500

Posts: 693
Joined: Sun Jun 04, 2006 1:00 pm
Location: North Hollywood California

Post by snakejknight »

Agent ME wrote:
SingingBlaze wrote:About a year back I changed my biped to a hunter and noticed I couldn't beat so I was just wondering Detox. I was thinking maybe create two scripts for respawning. The current one and one that kills all AI before the Respawn so you do not get heaps like in that flood mod. Anyway back on topic I like the look of this mod but the hunter would be good with another AI. Will download soon.
Why not just make a script that waits until they're dead until they respawn?
the current script does wait untill they are dead, problem is its a runaway script, they will keep spawning untill they overload the game
-DeToX- wrote:3 Scripts For Respawning can be found here.
The First One will only respawn them once.
The Second will keep respawning them once they die.
I didn't read the third.
wat the third one does is respawns them continuously, every incroment of time... the entire squad will spawn again every 30 seconds (or watever u set it too)- this one is the best so far

i tried to make a script that would kill them off a milisecond before they respawned, problem is the compiler (i think) cuz my script only made them respawn
User avatar
MilyardoX2




Wordewatician 500

Posts: 821
Joined: Mon Jun 26, 2006 9:16 pm

Post by MilyardoX2 »

snakejknight wrote:
the current script does wait untill they are dead, problem is its a runaway script, they will keep spawning untill they overload the game
is that does sopposted to be a doesn't? cuz if u meant't does......... when did this happen?
User avatar
snakejknight




Trickster Wave Pyre Wordewatician 500

Posts: 693
Joined: Sun Jun 04, 2006 1:00 pm
Location: North Hollywood California

Post by snakejknight »

idk, it just does, play my flood mod, there will be only 2 flood until u kill them, then they start spawning like crazy
gamefreak249





Posts: 215
Joined: Thu Jun 16, 2005 3:06 am
Location: Probably around somewhere...

Post by gamefreak249 »

Well Munsie has finally got back into modding. Good job.
Gamefreak249 needs a sig. PM me if you can make me one.
Or add me on MSN.
User avatar
Munsie




Blacksmith

Posts: 1485
Joined: Mon Aug 29, 2005 11:07 am
Location: Canada

Post by Munsie »

Thanks everyone. ^_^

I'm working on a bigger, better mod, that will include more then just one set of AI.

~Munsie
-DeToX-




Illusionist Recreator Connoisseur Acolyte
Sigma Decryptor Droplet Pyre
Blacksmith Socialist New Age System Engineer
ONI

Posts: 4589
Joined: Sun Jun 18, 2006 3:58 pm
Location: ...

Post by -DeToX- »

:arrow: Did you ever get your box modded?
Image
User avatar
Munsie




Blacksmith

Posts: 1485
Joined: Mon Aug 29, 2005 11:07 am
Location: Canada

Post by Munsie »

-DeToX- wrote::arrow: Did you ever get your box modded?
Rofl yes.

Modding without one sucks. xD

~Munsie
User avatar
latinomodder





Posts: 1040
Joined: Tue Sep 20, 2005 5:51 pm
Location: Costa Rica

Post by latinomodder »

to kill ai theres the air erase comand. Remeber all of of these can be activated threw picking up weapons or hitting a switch.

In the decompiler i found it in a script called nuke
Image
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

latinomodder wrote:to kill ai theres the air erase comand. Remeber all of of these can be activated threw picking up weapons or hitting a switch.

In the decompiler i found it in a script called nuke
Yes, but it's not supported.
User avatar
Munsie




Blacksmith

Posts: 1485
Joined: Mon Aug 29, 2005 11:07 am
Location: Canada

Post by Munsie »

Back OT mb?

Lol. I thought this was about the mod, not a bunch of scripts.

~Munsie
User avatar
IKP1SAT
Readers Club





Posts: 141
Joined: Wed Sep 13, 2006 12:20 pm
Location: St. Petersburg, FL

Post by IKP1SAT »

nice job looks funny and fun 8/10 next time skin it as well
Image
-DeToX-




Illusionist Recreator Connoisseur Acolyte
Sigma Decryptor Droplet Pyre
Blacksmith Socialist New Age System Engineer
ONI

Posts: 4589
Joined: Sun Jun 18, 2006 3:58 pm
Location: ...

Post by -DeToX- »

Code: Select all

(script continuous respawner
 (sleep_until (<= (ai_living_count 0000) 0))
 (ai_place 0000)
) 
Will respawn the AI for you... :wink:
Image
User avatar
theycallmechad




Visioneer Mad Hatter Commentator Trickster
Firestorm Literarian 500

Posts: 1482
Joined: Sat Aug 13, 2005 11:30 am

Post by theycallmechad »

Good work Munsie! Glad to see you're up and running again!
Image

Halo's Coldest Map: Hypothermia
"plz" Image "Please!!!" plz lurn tihs!
Locked