TWO different actv dependencies for a vehicle- why?

Post here about scripting and programming for HaloPC (audio, network, ai, etc.)
Post Reply
Bonus Onus





Posts: 80
Joined: Sat Feb 28, 2004 10:17 am

TWO different actv dependencies for a vehicle- why?

Post by Bonus Onus »

basically, i am wondering why vehicles have two actv dependency tags, in different parts of the list (btw i use hht for this) i know the lower one controls what bots spawn in the seats, but i am curious to know what the first one does. thanks.
Three lines of text maximum!
Halo_Xtreme




Literarian 50

Posts: 79
Joined: Wed Jan 21, 2004 9:47 am

Post by Halo_Xtreme »

I know teh second one handles what actor variant controls wether or not the seat is occupied, and the first instance of ACTR is there but i think in a multiplayer it is not connected through the exe to handle the way AI works in single player. I belive the first ebtry controls thier actual AI triggers, cause if you look at bipeds they too have 2 actv sections but are alawys nulled out. Problem is though i dunno if it s alimitation of our editing tools, but when you examine a SP mission with HHT or HMT they are nulled out as well. So i am not totally sure what they are intended for, maybe future abilites such as adding AI to progectiles or somthing they never imlemente dor somthing we do not know how to mod yet. All i know is the first ATCV present has zero effect as far as i have tried.
Bonus Onus





Posts: 80
Joined: Sat Feb 28, 2004 10:17 am

Post by Bonus Onus »

darn. i was hoping it meant what was in teh vehicle when the vehicle respawns or something. I still havent been able to make bots respwan in my maps, and but i gues this isnt the ticket.
Three lines of text maximum!
Post Reply