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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Fallback used on flood spawns
PacoTaco
General Member
Since: Dec 20, 2005
Posts: 11
Last: Jan 11, 2006
[view latest posts]
Level 1
Category: CoDUO Mapping
Posted: Wednesday, Jan. 11, 2006 12:13 am
Hey, I'm trying to piece together how to use fallbacks on flood spawns... or even exactly what they do. What I'm trying to do is after I kill the flood spawn (which i know how to do), I tell the remaining guys to all run to a specific location on the map.

I'm looking through dawnville and it looks like they define fallback 1 and fallback_group 1 on the ai that they flood spawn. Then in the script they do

level endon ("fallback initiated " + self.script_fallback);

Maybe fallback doesn't do what I think it does? I just want them to retreat to a node... I tried this:

Code:

spawners = getentarray ("final_assault_2","targetname");
node = getnode ("node_runaway","targetname");

for (x=0; x<spawners.count; x++)
{
	spawners[x] setgoalnode(node);	
}

But it warned me about a possible infinite loop and didn't continue. Any ideas?

edited on Jan. 10, 2006 07:14 pm by PacoTaco

edited on Jan. 10, 2006 07:15 pm by PacoTaco
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Jan. 11, 2006 01:16 am
I think that you need a "continue;" statement in there, to tell the script to go on.

Code:


spawners = getentarray ("final_assault_2","targetname");
node = getnode ("node_runaway","targetname");

for (x=0; x<spawners.count; x++)
{
	spawners[x] setgoalnode(node);	

continue;
}



Try that.

There is actually an entity value called "script_fallback" but I've never managed to get it to work.

edited on Jan. 10, 2006 08:20 pm by Yorkshire-Rifles
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BR3NTB
General Member
Since: Jun 20, 2004
Posts: 893
Last: Mar 3, 2006
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Wednesday, Feb. 8, 2006 06:45 am
Quote:
Yorkshire-Rifles::There is actually an entity value called "script_fallback" but I've never managed to get it to work.

I Somehow Missed This............Well Hey.....

.......Muhahahahahaha.....

This is so easy its gonna make you laugh.No scripting required to get ai to fall back.

You Spawn all your spawners and make them run to there goalnodes like normal.

Then
NOTE:Give all Your spawners therse parameters
script_fallback
1

Put some nodes in your map. These will be the fallback nodes.
NOTE:Give all Your nodes therse parameters
script_fallback
1
These are not the spawners original nodes

Then put a trigger in your map. this will be the trigger that initiates the fallback. Once again
NOTE:Give Your Trigger therse parameters
script_fallback
1
ai will fight till you hit the fallback trigger then they run to the fallback nodes.

Freakin Simple or What.[rocking]

I LOVE MAPPING/SCRIPTING
[smokin]
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Feb. 8, 2006 05:50 pm
Yeah, mate. script_fallback is used in the Dawnville.map on the axis paras at the back of the church. And they have a fallback node.

But I'd tried that and it never worked.

So, I've just tried it again.

...

and

...

er....

IT WORKED!

What the hell error did I make before? [mad]

Probably some damn typo!
[lol]

Anyhow, thanks for reminding me about that one.

Another mystery of the Universe solved!

[smokin]
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