Location: JBPLAY \ Meteor 2 \ Editing \ Movement and AI Back to Threads |
James Bunting
Posts: 1308 |
19 May 2004 10:46 (UK time)
So its pretty well established that everying on a map is an object, be it a crate, a tree, a car, an enemy unit and even players. Using the map editor and/or script commands objects can be bound/unbound from waypoint tracks thus allowing full control over unit movement. For example walking over a trigger could call in a enemy helicopter drop where the troops get out and walk on predefined paths to head you off at the pass. You need to login to create posts in this thread. |
d34db34t
![]() Joined: 25 March 2004 Posts: 145 |
25 May 2004 01:11 (UK time)
The idea's nice, like keeping troops (both allied and enemy)in a formation so they can strategicaly asvantage the oposition, like flanking or surrounding each other You need to login to create posts in this thread. |
GAU-8 vs Life
Joined: 02 June 2004 Posts: 65 |
03 June 2004 13:16 (UK time)
Will it be possible to command a couple of "scripted" lads? Maybe "Army Men light" commands: Click on soldier Brainless Nutcase to select him. Click on enemy soldier Extra Evil to make Nutcase attack him. Or click on that piece of land and he will go there to secure it. Or maybe just make the boys follow you by stop/go clicks? Like Half-Life. (He,he,he: Come to daddy over here, mister Warthog! There is a tiny little GNV here, who's butt you may bite...) Kim Nilsson You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
12 June 2004 21:57 (UK time)
Who ate all the doughnuts? You need to login to create posts in this thread. |
GAU-8 vs Life
Joined: 02 June 2004 Posts: 65 |
14 June 2004 13:10 (UK time)
Which... mmmgrf... doughnuts... mmgluff... do you mean? You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
01 July 2004 16:07 (UK time)
Its a Half-Life scientist thing. Why do we all have to wear these ridiculous ties? You need to login to create posts in this thread. |
GAU-8 vs Life
Joined: 02 June 2004 Posts: 65 |
02 July 2004 19:48 (UK time)
...Alright then... Gord... JB, we have complete trust in you... You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
21 July 2004 02:44 (UK time)
heh that would be kinda cool if soldiers had a little phrase made into a wave file everytime you make them follow you, like: "Alright, i'll cover you." "OK then, but i better not be dead after this!" "I'm right behind ya!" "Lock 'n' load!" "Good idea, Don't wanna die alone!" "Well work better if were in a group." If you want i can use my mic and make a bunch of "following phrases" for M2
Edited: 27 July 2004 16:10 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
27 July 2004 16:11 (UK time)
I see no one responds without a Half-Life quote. "Has anyone seen my... Coffee Cup?" Now will someone say something?
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GAU-8 vs Life
Joined: 02 June 2004 Posts: 65 |
06 August 2004 14:35 (UK time)
I can't be bothered right now. You need to login to create posts in this thread. |
Grunt002
Posts: 14 |
06 August 2004 20:00 (UK time)
"MY GOD! WHAT ARE YOU DOING!?!" Edit: I got this username from Half-Life. Edited: 06 August 2004 20:02 You need to login to create posts in this thread. |
Agent Nightfire
![]() Joined: 21 August 2004 Posts: 223 |
22 August 2004 01:10 (UK time)
So James do you mean that I can make a level for my brother that it's just plain grass, then he walks right into a trap were loads of enemies drop and he can't possibly win? (without cheating) You need to login to create posts in this thread. |
Agent Nightfire
![]() Joined: 21 August 2004 Posts: 223 |
22 August 2004 01:11 (UK time)
I hope so because it will be pay back for a map he annoyed me to make. Edited: 22 August 2004 01:15 You need to login to create posts in this thread. |
Agent Nightfire
![]() Joined: 21 August 2004 Posts: 223 |
22 August 2004 01:14 (UK time)
James member in Meteor in the map editor were you find the sprites? Well member that sock puppet? He annoyed me soooooooooooooooooooooooooooooooooooooooooooo much for me to make him a map with the sock puppet as a king and you have to talk to him. It waz soooooo stupid!! -- Edited: 22 August 2004 01:15 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
22 August 2004 06:15 (UK time)
lol the ol' sockpuppet... good times, goodtimes.
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40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
25 August 2004 03:19 (UK time)
Maybe The enemies would be a lil more realistic if there AI was improved a bit. And I have a few ideas how it could be better -Enemies should move around while in battle or stop to move a little so they're not standing in one spot and always follow the player -Enemies should be attracted to wasted sprites (Maybe so if theres a 'Hard' Skill in the game) -Enemies should retreat from battles when in the critical level of HP Hopefully some of these ideas will come into action in the next version of M2
Edited: 25 August 2004 03:20 You need to login to create posts in this thread. |
Flammable Maniac
![]() Joined: 30 June 2004 Posts: 209 |
25 August 2004 06:27 (UK time)
If an enemy tries to escape, it would be dead before it turns! You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
25 August 2004 23:55 (UK time)
You know what would be cool? If say a projectile has 2 or so times more damage than that of an infintry's health, the unit would play a "flee" sound and scattar away! If your playing a boss or somthing there could be a varible setting to choose weaither or not you want the unit to flee if the conditions are met. Imagins shooting a plasma beam at a large group of war torn ene... hehehehe.... "AAHHHHH!!!"! You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
26 August 2004 03:43 (UK time)
Well maybe the unit will run instead of walk at his quarter MPH speed lol Actually that would be cool! <whip out the fusion cannon> "Holy **** he's insane!! Run!!!!" Lol that would be great!!!
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James Bunting
Posts: 1308 |
26 August 2004 09:11 (UK time)
Well the technical reason is that all units are totally fearless even when faced with total doom but you could script something. Let me see about all this. Hey whats wrong with the sock puppet, that was a classic. I hear that is bro may make an appearence. You need to login to create posts in this thread. |
Agent Nightfire
![]() Joined: 21 August 2004 Posts: 223 |
31 August 2004 01:40 (UK time)
Sock puppet is just a joke. I like it! BUT DO NOT PUT IT IN THE MAPS!.?.! You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
31 August 2004 15:01 (UK time)
Thats what I think about it, It can't really fit into any of the maps. But at least its fun to look at! Maybe Ill make an M1 map that has a really big monitor, and the sock puppet can go in the center as if it were "The Boss" Giving us commands. Then maybe I'll have a message trigger that says "We can't even afford a color monitor?" Lol
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Knasp
![]() Joined: 18 June 2004 Posts: 158 |
08 September 2004 15:59 (UK time)
how do you place waypoints for units? You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
08 September 2004 17:14 (UK time)
I suspect that somebody did not read the release notes. ftp://ftp.jbserver.com/pub/jbgames/meteor2/Meteor2_Beta_1.2_Notes.htm Waypoints are in the "Still to Come" section. You need to login to create posts in this thread. |
Knasp
![]() Joined: 18 June 2004 Posts: 158 |
08 September 2004 17:36 (UK time)
yeah, i should have done that, the game is great anyway You need to login to create posts in this thread. |
lieroguy
Posts: 5 |
21 October 2004 19:02 (UK time)
I have a question. I've set up a waypoint line so that bad guys (blobs, in this case) run down a hall towards you and your buddies. I've put their peroperties as Spectify AI: True and AI: Waypoint. I've placed them in the middle of the aypoint line, but they don't move. What could I be doing wrong? You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
21 October 2004 22:08 (UK time)
You need to bind them to the lines with script (see scripting section on "read this first" link). Also, i have a request. How about making it so that if a waypoint line ends (as in not in a loop) how about making it so that it makes the objects AI into roaming. So that reinforcements could come in and then just roam around You need to login to create posts in this thread. |
lieroguy
Posts: 5 |
22 October 2004 00:19 (UK time)
I've found the command used to connect an object with a link, but how do I get a whole pack of these objects to follow the link with only one trigger? Let me demonstrate what I'm trying to do: The character appears in a room with his buddies at the start of the game, and a couple of seconds later, a wave of blobs come rushing down the hallway at the good guys. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
22 October 2004 21:36 (UK time)
You simply need to write a bind line for each one in a script (see foxtrot.sc for am example). NOTE: Please totally ignore the Waypoint setting in Object Properties. This is not used and should have been removed. You should use the AI type "Roaming". James. You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
22 October 2004 23:46 (UK time)
Ahh! No wonder it wasnt working before =P i was using waypont mode =P You need to login to create posts in this thread. |
Knasp
![]() Joined: 18 June 2004 Posts: 158 |
11 November 2004 19:40 (UK time)
Patrol routes for enemies are not so very useful,it would be better if there was a "Waittime" option so they would stop at a waypoint for a time and then continue, I don't know if this is already possible but if it isn't it would be great.You could have a setting for it in the Waypoint Properties.Another idéa I have, what do you think about it? You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
12 November 2004 13:24 (UK time)
For enemy or good AI it would be nice if you could set a option that would cause a unit to rush toward another unit even if the unit is out of range, I am suggesting this for my HQ, Demon SIde level in which you are in a jail house and I want the prisoners to rush toward the gaurds to help thrash them. How could this be done? You need to login to create posts in this thread. |
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