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Forum: All Forums : Call of Duty: World at War
Category: CoDWW SP Mapping
Call of Duty: World at War single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Prevent AI from being alerted
voidsource
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Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
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Level 8
Category: CoDWW SP Mapping
Posted: Friday, Jan. 14, 2011 02:51 am
oh kk, also in that screenshot i posted, those are script origins. that they used. just a lil fyi
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tomalla
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Since: Jan 16, 2007
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Category: CoDWW SP Mapping
Posted: Saturday, Jan. 15, 2011 10:33 am
May I ask one thing: what does this line:

Code:
guardidle.dontavoidplayer = false;


is responsible for exactly? It's present in some of the original missions and I can't find out what does it do to AIs [banghead]
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voidsource
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Since: May 5, 2007
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Last: Sep 1, 2013
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Category: CoDWW SP Mapping
Posted: Saturday, Jan. 15, 2011 05:51 pm
from the looks of it, it probably means that it shouldnt avoid to notice the player while the guard is in his idle animation. So while he is doing his idle animation if the player come into view the ai will react to him. thats just my guess, i dont have that game ^ ^;
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tomalla
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Category: CoDWW SP Mapping
Posted: Saturday, Jan. 15, 2011 06:51 pm
'dontavoidplayer' parameter exists in every other prior CoD game, like CoD4, CoD2.

The 'pacifist' parameter makes AI not shoot to other actors; 'ignoreme' & 'ignoreall' makes an actor ignore the others. 'dontavoidplayer' has something to do with choosing a goal route ( like, the one ignoring the player's presence and the one not ), although that's just my guess. I need somebody to confirm or correct that ... @zeroy? [rolleyes]
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SparkyMcSparks
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Category: CoDWW SP Mapping
Posted: Saturday, Jan. 15, 2011 07:24 pm
I'm not @Zeroy, but it's code side driven.

Something to do with pushing player. I would guess by the naming convention if true, the AI will try to run through the player pushing them without going around.
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tomalla
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Category: CoDWW SP Mapping
Posted: Sunday, Jan. 16, 2011 01:21 pm
Makes sense, although it doesn't work. From what I see this command:

ai pushPlayer(true);

... makes them choose path ignoring the player, while calling this functions with "false" argument, makes actors choose path avoiding the player. "dontavoidplayer" parameter has nothing to do with it [ohwell]

PS. Those "code side-driven" parameters make the most problems, since there is no complete list of them, nor they are documented. Or maybe there is a list of them? At least some of them? Cheers
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zeroy
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Since: Nov 26, 2007
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Last: Mar 12, 2014
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Category: CoDWW SP Mapping
Posted: Sunday, Jan. 16, 2011 02:41 pm
tomalla writes...
Quote:

PS. Those "code side-driven" parameters make the most problems, since there is no complete list of them, nor they are documented. Or maybe there is a list of them? At least some of them? Cheers


Correct, i pick this up from a stock mission but god knows what it does exactly... I took it out now. Still have the problem of AI coming to me as soon as i fire a shot anywhere on the map ... [crazy]
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voidsource
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Since: May 5, 2007
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Last: Sep 1, 2013
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Category: CoDWW SP Mapping
Posted: Sunday, Jan. 16, 2011 05:45 pm
how about changing the ai's sightrange via script and also making sure u use script_playerseek/0 so that they dont get to follow u.

edited on Jan. 16, 2011 12:46 pm by voidsource

this is what i had seen on a stock script and i was planning on using it on mines on my first sp city

Code:
actor.maxvisibledist = 50;
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zeroy
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Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
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Category: CoDWW SP Mapping
Posted: Sunday, Jan. 16, 2011 06:15 pm
voidsource writes...
Quote:
how about changing the ai's sightrange via script and also making sure u use script_playerseek/0 so that they dont get to follow u.

edited on Jan. 16, 2011 12:46 pm by voidsource

this is what i had seen on a stock script and i was planning on using it on mines on my first sp city

Code:
actor.maxvisibledist = 50;


Thanks! ill try
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