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Topic: Way for AI |
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Category: CoD Mapping Posted: Sunday, Nov. 3, 2013 10:03 am |
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// syntax:
// float floatVar
// int intVar
// string stringVar
float script_wait // Used on patrol nodes to make patrollers wait the specified amount before continuing>>>>>>> 1.58
float script_additive_delay // Additive delay is the # of seconds extra a flood_spawner will wait for each additional spawning. Defaults to 1 second.
float script_delay // Used as a substitute for delay_min/max.
float script_delay_min // Minimum time for a guy to spawn, if this is on an mg42 then its minimum time between bursts
float script_delay_max // Maximum time for a guy to spawn, if this is on an mg42 then its maximum time between bursts
float script_burst_min // Put on an mg42, min time of a burst
float script_burst_max // Put on an mg42, max time of a burst
float delay
float script_prespawn_delay // A flood spawner will wait this long before the guy spawns
float script_accuracy
float script_accuracyStationaryMod
float script_suppression // Suppression wait for this AI
float script_firefxdelay // repetition rate on a firefx for exploders
float script_firefxtimeout // Amount of time before a looping effect fades out
int script_health
int script_health_easy
int script_ignoreme // If this setting exists on a spawner this guy will have his .ignoreme set to true
int script_fxstart // Identifies effects so they can be turned on by grouping with a trigger
int script_fxstop // Identifies effects so they can be turned off by grouping with a trigger
int script_delete
int script_increment
int script_patroller
int script_offtime // Number of milliseconds before guys get off a flak when you hit the off-trigger, defaults to 20000
int script_offradius // Guys get off a flak if a player gets this close to a flak after hitting the off-trigger, default 350
int script_autosave
int count
int script_timer // Timeout for friendly_chat
int script_delayed_playerseek
int script_playerseek
int script_seekgoal
int radius
int script_start
int script_radius // Sets an AI's starting goal radius. On an exploder this sets the radius damage's radius.
int script_followmin
int script_followmax
int script_startinghealth
int script_fallback
int script_grenades
int script_moveoverride // Spawners with this will go to their (targetted) node before fighting.
int script_killspawner // When you go through a trigger with this on it, any spawners that have the same # will be deleted.
int script_mg42auto // When you hit this trigger any grouped mg42s will go into auto mode and clear target.
int script_turret
int script_min_friendlies // The minimum # of friendlies required to be at a friendly_Chat trigger for the sequence to play.
int script_requires_player
int script_sightrange
int spawnflags
int script_fallback_group // Makes stray spawned guys part of bigger falling back movements.
int script_vehiclegroup // links a vehicle to its spawners
int script_exploder // Grouping things that explode
int script_balcony // current mechanism for flagging an actor to test for balcony death
int export
int script_mg42 // Group AI with a node that targets an mg42 and the AI will keep the gun in use.
int script_plane // Specifies which plane set this is, so they can all be started together.
int script_explode // Tells a plane to explode with this exploder.
int script_speed // tank speed to go when battling an enemy tank
int dontdropweapon // If set, the AI will not drop a weapon when he dies
int dontdrawoncompass // If set, the AI will not be drawn on the player's compass. Only matters for friendlies
int script_noDeathMessage // If set, this AI won't play a death message.
int script_order // Preston: Used in ship to set suggested order bombs should be planted and radars destroyed. Determines next objective pointed to.
int script_usemg42 // If set to false, a friendly will not use be told by friendly_mg42 triggers to use an mg42.
int script_pacifist // Set ai to pacifist
int script_parachutegroup // Pathfinder parachuters
int script_damage // Damage of radius damage on an exploder
int script_idnumber // Generic identifier
int script_dawnville_fast // Remove guys for dawnville on min spec
int script_fixbasepose // Certain guys are being base pose for some reason so this triggers a script fix for them.
string script_tree // Additional variable for Stalingrad hill charge
string target
string targetname
string groupname
string name
string script_objective
string script_friendname
string script_noteworthy // Used to get a string for scripted sequences mainly.
string script_path // Z: probably not used currently
string script_uniquename
string script_chain // Identifies a friendly chain so you can turn it off with chain_on/chain_off.
string script_triggername // Z: used for elevators in the dam
string script_kill_chain // On triggering, this trigger will disable chains with a script_chain value equal to the trigger's script_kill_chain value
string script_hint
string script_fxcommand // What to do with the effect
string script_fxid // The id of the effect to do
string weaponinfo
string script_hidden // the thing which is hidden and appears later (mortars)
string vehicletype
string script_personality // This guy will use this personality type
string script_squadname // squad (spawner cluster) identifier
string script_namenumber // generic identifier
string script_commonname // additional generic identifier
string script_nodestate // generic identifier for nodes
string script_assaultnode // generic identifier for nodes
string script_team // how to know which team a tank is on (needed to free up target/targetname for radiant linkability)
string script_mortargroup // to group mortars with their triggers
string ambient // String index of the level.ambient_track to play on this trigger.=======
string script_flaktype // set to tank or air to tell the scripts which set of animations to play
string script_waittill // set on a friendly_chat trigger to make it wait for an event before waitting for other requirements
string script_animation // If defined, patrollers will play a random pause animation at this node.
string script_favoriteenemy // used in burnville to set the second floor grenade throwing guy to have the player has his favorite enemy
string script_gameobjectname // Preston: Used in multiplayer to identify entities which are deleted if not allowed by the gametype.
string script_objective_name // Used in Retrieval multiplayer gamemode to specify an optional name for an objective.
string script_topfloor //z: used for elevators in the dam
string script_bottomfloor //z:used for elevators in the dam
string script_sound // Plays level.scr_sound ["string"]
string script_animname // Animname for a friendly to do a friendly chat thing
string script_firefx // Fx to play infinitely from a used exploder
string script_earthquake // References level.earthquake variables to do an earthquake
string script_presound // To play sounds on exploders before the explosion, for pathfinder only
string script_ender // Stop a looping effect
string script_firefxsound // Looping sound for an exploder firefx
// Stalingrad
int script_scatter
int script_linked
int script_hillgroup
int script_chaintarget
Here are some instructions I found.
There is a similar list for gsc script?
What do the lines there can be used?
For example, in arma2 is also a script but there is a list and explanation of each command. |
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| morgawr |
General Member Since: Dec 15, 2004 Posts: 374 Last: Oct 7, 2021 [view latest posts] |
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| 3st0nian |
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General Member Since: Jan 14, 2008 Posts: 291 Last: Dec 4, 2017 [view latest posts] |
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Category: CoD Mapping Posted: Monday, Nov. 4, 2013 09:57 am |
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3st0nian writes...Quote:
i add "C:\Call of Duty 1 - United Offensive\CoDSP.exe" + set g_connectpaths 1
AI is now able to walk.
conditions are similar to Java code.
if(){
}
edited on Nov. 4, 2013 03:08 am by Bot8 |
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Category: CoD Mapping Posted: Monday, Nov. 4, 2013 11:42 am |
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DropWeapon( , , )
Summary:
Drop the actor's weapon
Call this on:
An actor
Example:
self DropWeapon( self.weapon, self.anim_gunHand, throwVel );
Required Args:
1 : (string) The name of the weapon.
2 : (string) The weapon hand. Can be either "left" or "right".
3 : (float) The speed that the weapon is thrown at.
Here's an example script is there.
I have a map with the AI targetname "s1"
ai1 = getent( "s1" ,"targetname");
ai1 DropWeapon( "mp40", "right", 1.0);
does not work
How to bind sound to the tank?
I have a tank goes without sound at all.
Looked tankdrivecountry.gsc there generally is not even binding on the trails.
edited on Nov. 4, 2013 09:22 am by Bot8 |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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