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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: AI won't budge - Hopeless, horrible, situation worth crying over!
nerdalerter
General Member
Since: Oct 30, 2006
Posts: 81
Last: Jul 4, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 06:22 pm
1.Connect paths is clicked on in the compiler
2.Connect paths code is added in the SP properties window.
3.Actors are connected to action nodes not path nodes!
4.Triggers are placed EXACTLY how the AI tutorial says.
5.Tried putting first path node 8-10 units in front of the actor as well as directly on top of actor - nothing.

Right now I have highly detailed maps with actors that won't move. It sucks!!!! They spawn, and shoot, and squat, and then die. This makes it impossible for an actor to run to an mg42 - like in a bunker or something.

There has to be something I'm missing!

I even tried downloading a "sample" map showing how to get actors to move. I imported it into Radiant, changed NOTHING, saved it, and when I tried to play it - the Germans that were running at me 10 minutes beforehand were now standing still and sometimes not spawning!

Please help me someone! This is so frustrating!

Thank you.

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Boltriflemaster
General Member
Since: Aug 22, 2006
Posts: 130
Last: Nov 7, 2008
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 06:36 pm
make a shortcut to your CoD2SP_s.exe

Right click and go to properties and in the command line right after it shows the path to the original CoD2SP_s.exe, you make a space and type +set g_connectpaths 1 and then if you want +set developer 1 for developer commands and if you need cheats type +set thereisacow 1337

Basically all you really ened is +set g_connectpaths 1

[wave]
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Bloodlust
General Member
Since: Apr 7, 2004
Posts: 101
Last: Jan 14, 2015
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 06:48 pm
once you compile your map, you only need to use connectpaths command the way Bolt desrcibed ONCE, you dont have to do it again unless you add something else to your map.

also, I always put a line of path nodes behind my AI, that way it guarantees there is a path in front of them. another thing too, instead of directly connecting your freindly AIs to cover nodes, you should try using freindlychains.

if you dont know how to use freindlychains, let me know.
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nerdalerter
General Member
Since: Oct 30, 2006
Posts: 81
Last: Jul 4, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 07:17 pm
I've tried all of those things - unless I typed in the code wrong.....

"C:\Program Files\Activision\Call of Duty 2\CoD2SP_s.exe" +set g_connectpaths 1

................Did I miss a space?

I'm not familiar with friendly chains, but if that would fix this then I'd really appreciate the help. If my actors aren't moving it won't help right? They have to move first.....

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soulwax
General Member
Since: Nov 14, 2005
Posts: 255
Last: Jul 28, 2008
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Level 5
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 07:28 pm
If you open you're full console you'll probably see a rapeating warning that paths aren't connected (for full console press shift+²)

That with +g_connectpaths 1 mostly doesn't work, well with me it doesn't. I use +g_connectpaths 2 and if my map is loaded after a compile, i type in the console: /g_connectpaths 1 and after that you have to restart the map with /map_restart . That should do the trick.
You only have to do that once after every compile.
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nerdalerter
General Member
Since: Oct 30, 2006
Posts: 81
Last: Jul 4, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 07:52 pm
shift+² what does this mean? Shift twice?

So my target is now....

"C:\Program Files\Activision\Call of Duty 2\CoD2SP_s.exe" +set g_connectpaths 2"

I do /g_connect paths 1 in the console then /map_restart and I get:

"cannot calculate paths on a map_restart if paths already exist"

What's that mean?
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nerdalerter
General Member
Since: Oct 30, 2006
Posts: 81
Last: Jul 4, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Aug. 12, 2007 07:57 pm
Also......I see that there's /g_connectpaths 0-2 ......what's the difference between 0,1, and 2?
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Bloodlust
General Member
Since: Apr 7, 2004
Posts: 101
Last: Jan 14, 2015
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Monday, Aug. 13, 2007 02:35 am
he meant to press and hold the shift key then press the tilde ( ` ) key.

1 = connect paths then load and play the game
2 = connect paths only then exit the game

those may be backwards, but thats those two do. not sure about 0 right offhand...

your error meant that you had already connected paths, then upon restarting your map, you tried to connect paths again. either method you use, 1 or 2, to connect paths has only to be done once. it connects the paths then writes the information in the bsp file. you dont have to connect paths again unless you make changes to path nodes, cover nodes, or add additional geometry to your map like buildings or walls. if you add static models like destroyed tanks or trees you may want to reconnect paths again because it could be laying right on a path node, or even worse, a cover node in a freindly chain and that would crash the map.

as for freindly chains, its just a way to finesse your squadmate's movement. there may be a tutorial here somewhere...

basically you just make a trigger_freindlychain. then say you want a battle against a low wall, you would make a few ( 6 or 8) cover_crouch or cover_stand nodes, give your first node a targetname of "fc1" just to make it easy to grab in script (not required but if you do keep incrementing the number after the fc) while you have that one selected, select the next cover node in the line and press W to connect them and do the same to the others. then deselect everything and select the trigger_freindlychain then select the "fc1" node and press W to connect them. now when the player hits the trigger_friendlychain the squad will move up to those cover nodes at the wall. more finesse: position the trigger so the player hits it BEHIND at least some of the squadmates so it looks like the squad is leading the player, instead of the player always leading the squad.

if this still doesnt work for you, send me you iwd including gsc and .map file (not bsp) and I'll see what the problem is and send it back. I wont steal your map, so dont worry about that.
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nerdalerter
General Member
Since: Oct 30, 2006
Posts: 81
Last: Jul 4, 2008
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Aug. 14, 2007 12:44 am
Fixed It! Thank god! Been trying to do that since October. You guys are awesome.

They move now - Only thing left is to get them to run to an mg42. They fire from it, but only if I put the actor inside the node and the node right on top of the gun. Kinda lame if you spawn in front of a bunker and they don't go to the gun until your behind them.


Thanks guys!
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