Members Online»
0 Active | 73 Guests
Online:
|
LATEST FORUM THREADS»
by StrYdeR
Posts: 3 / 151 The Future of MODSonline
In The News by KAZAM3766
Posts: 1 / 501 CoD: Battle Royale
CoD+UO Map + Mod Releases by morgawr
Posts: 1 / 2575 Damaged .pk3's
CoD Mapping by lazygit
Posts: 1 / 3092 heli to attack ai
CoD4 SP Mapping by DrBiggzz
Posts: 11 / 991 New Cod UO Rifle Mod.
CoD Mapping |
Polls»
|
OK i am going to explain how to set up ai to use deployable 30cal, mg34s etc.
OK 1st of all if u are using U.S actors only the snow version works - the 1 that says snow_mg30cal, for some reason the normal 30cal guy shoots it like a bar and if u kill him and pick it up it is infact a bar :S .
Anyway down to the good stuff
ok make an actor -- snow_mg30cal for example. Now set up a node were u want him to got to, if u want a 2 step movement or how ever many u want set them up now and put pathnodes (pink1s) between all the nodes and the player to create a path.
Notice that i have not linked the actor or put him on a friendly chain, il explain that later.
for the rest of the radiant stuff wot u do 1st is select ur nodes that u have for where u want the actor 2 go.
key = script_dontdeploy
value - 0 or 1
now want i am wanting here is for the actor 2 reach his 1st node and idle and then go to his 2nd node when i hit a trigger.
the set-up i have is this;
Trigger (ai)/ once -- targetname trig
1st node (any type) -- targetname 1stmove
2nd node (any type) -- targetname deploy
and a path of pathnodes
the 1st node has a script_dontdeploy of 0 and the 2nd has a script_dontdeploy of 1. <-- set up at 2nd point.
the reason i did not link the actor/ friendly_chain is becuase if i do that then he will go to a random node in the f_chain cuasing me to loose control and have to put script_dontdeploy on every node = waste of time. Instead i have targetnames on the nodes, shown above ^.
Then i wrote a small relevent script which is;
#using_animtree ("generic_human");
main()
{
//Fog
setExpFog(.000044, .1, .06, 0.1, 0);
setCullFog (0, 3000, 0.0274, 0.0823, 0.1607, 0 );
maps\_load::main();
maps\_load_gmi::main();
level.player takeallweapons();
level.player giveWeapon("m1garand");
level.player giveWeapon("m1garand");
level.player switchToWeapon("m1garand");
thread move1(); //<-- remember to thread
thread move2();
}
move1()
{
guy1 = getent ("calguy","targetname");
node1 = getnode ("1stmove","targetname"); //<-- move to node
{
if (isalive (guy1) )
{
guy1 setgoalnode (node1);
}
}
}
move2()
{
trig = getent ("trig","targetname");
trig waittill ("trigger");//<-- waits until i hit a trigger before moving from node 1
guy1 = getent ("calguy","targetname");
node1 = getnode ("deploy","targetname"); //<-- move to node
{
if (isalive (guy1) )
{
guy1 setgoalnode (node1);
}
}
}
Latest Syndicated News»
Comments: 5
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which... Comments: 5
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ... Comments: 5
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead?
... Comments: 5
Codutility.com up and runn...
It seems to me the like the site is completely dead? Comments: 5
Codutility.com up and runn...
Yeeaahhhh.........
|
Latest Downloads»
OHMY Don Quixote
Call of Duty 2: Maps: Multiplayer (5.76Mb) OHMY Neuburg
Call of Duty 2: Maps: Multiplayer (6.84Mb) OHMY Tebessa
Call of Duty 2: Maps: Multiplayer (7.36Mb) OHMY POW Camp
Call of Duty 2: Maps: Multiplayer (2.15Mb) OHMY Valley
Call of Duty 2: Maps: Multiplayer (5.7Mb) |
Partners & Friends»
|
Site Links and Information
|
Partners
|
Friends
|
Copyright © MODSonline LLC
Tresware Content Management System © 2011
Website Designed by LKFX and Developed by Tresware