Godzilla Elites + Command Script Tutorial
- snakejknight
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Alls it is is 2 AI that are huge for some scripting research. I may be wrong though.snakejknight wrote:lmao, very nice... is this an entry for the ai contest?

Click here for something you might like
Last edited by xXtR1Xm1Xx on Wed May 2, 1992 3:40 pm; edited 2,500 times in total
This is what's known as a "proof of concept" mod. It's not designed for uber replay value, but rather to show that command scripts can work while providing an example.D4rkFire wrote:No the point like its an AI mod so why not just keep it that way. Why make the elite huge if it does the same thing big or small.
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- Shadow LAG
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Nevermind. My school comps just can't load. gifs, sooo... His comp must be up. Check it out from home.Shadow LAG wrote:ugh, my school computers freeze when i view over a certain number of pictures, I'll check this out when i get home sounds school. Is it mpc (multiplayer compatible) meaning non-modders can see it?
And this script only works for connection host, so no SLC at all.

~Munsie
- LuxuriousMeat
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why not think of something that is worth seeing and playing? nice scripting and all, but i find this not impressive at all, considering the elites look pretty tripped out.
Halo 2 Modder&Player,XBC:Ownagemaster.
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Oo Ok i get it now. ThanksMr N wrote:This is what's known as a "proof of concept" mod. It's not designed for uber replay value, but rather to show that command scripts can work while providing an example.D4rkFire wrote:No the point like its an AI mod so why not just keep it that way. Why make the elite huge if it does the same thing big or small.


Also one more thing, On Munsie's animated picture's, the delay between frames is huge. I need to sit here forever just to see an elite get out of a banshee.

EDIT: Heh, My post is right above the tutorial, so when you click the link you read the following text... Ma 44 bulletz r laced with crack >_>


EDIT: Heh, My post is right above the tutorial, so when you click the link you read the following text... Ma 44 bulletz r laced with crack >_>
Last edited by -DeToX- on Thu Oct 12, 2006 5:00 pm, edited 1 time in total.

About the Mods DB saying the mod is for Ascension - that was a mistake, I forgot to choose Coagulation from the list.
About the pic hosting - They are hosted on my comp, but I just got a frihost web account, so things will be gradually moved over to that.
This mod isn't intended to be a mod like Heretic Highway that you play with friends and have an ubersweet time - it's a proof-of-concept mod like some others mentioned. This is the first released mod to use AI command scripting. There's a huge potential with AI command scripting. You can even script paths for AI movement to follow with the (cs_direction) command.
Now on how I did this - to assign a command script to an AI actor, go into Entity's meta editor into the level's scnr tag, and make sure show invisibles is checked:

Then, go into the AI squad, and go to the Actors (Spawns) reflexive to the AI you want to assign a command script on, and look at the circled spots:

The first string, you set to be the name of the command script. This is IMPORTANT - entering the string wrong will stop the actor from using it.
The second part, you simply choose the command script from the list, and then hit save.
Start up the game, and the AI will use the command script whenever they are spawned.
To make the command script yourself, you can use Shalted's compiler if you wish. If you want to make a script to make the AI crouch until he's shot, compile this script in:
After you compile that with Shalted's Entity Compiler, go into the scnr tag with Entity's meta editor to fix the script declaration. Find the script names reflexive, and make sure the script is named "crouch", has a script type of 5, and a return/value type of 4 (Void), and hit save. Then do the steps I've mentioned above to assign the script to an AI actor.
About the pic hosting - They are hosted on my comp, but I just got a frihost web account, so things will be gradually moved over to that.
This mod isn't intended to be a mod like Heretic Highway that you play with friends and have an ubersweet time - it's a proof-of-concept mod like some others mentioned. This is the first released mod to use AI command scripting. There's a huge potential with AI command scripting. You can even script paths for AI movement to follow with the (cs_direction) command.
Now on how I did this - to assign a command script to an AI actor, go into Entity's meta editor into the level's scnr tag, and make sure show invisibles is checked:

Then, go into the AI squad, and go to the Actors (Spawns) reflexive to the AI you want to assign a command script on, and look at the circled spots:

The first string, you set to be the name of the command script. This is IMPORTANT - entering the string wrong will stop the actor from using it.
The second part, you simply choose the command script from the list, and then hit save.
Start up the game, and the AI will use the command script whenever they are spawned.
To make the command script yourself, you can use Shalted's compiler if you wish. If you want to make a script to make the AI crouch until he's shot, compile this script in:
Code: Select all
(script command_script crouch
(cs_abort_on_damage true)
(cs_crouch true)
(sleep_forever)
)
- Veegie[Temp]
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The LODs are the same as they are for a normal-sized elite, but normally you couldn't notice the changes as the elite would only be a few pixels tall when he gets to the lower ones.
But here, the elite is 8.125x normal size, so its much more noticeable. If you use Yelo with the Cinematic mode options, it should make it use higher LODs if you want.
EDIT: The elite is actually 8.125x size - forgot to mention that - not 10x - I put a digit in the wrong spot when I compiled the code - what's the point of endian-swapping anyway?
But here, the elite is 8.125x normal size, so its much more noticeable. If you use Yelo with the Cinematic mode options, it should make it use higher LODs if you want.
EDIT: The elite is actually 8.125x size - forgot to mention that - not 10x - I put a digit in the wrong spot when I compiled the code - what's the point of endian-swapping anyway?