I asked about this a week ago but nobody replied, so i deleted that one. Does anybody know how to do this? I didn't see any flags about it in the actor and actor variant tags except "Get in vehicles with player". I want them to get in banshess or at least ghosts and attack me by themselves.
HELP PLEASE.
How do i get my AI into vehicles?!?!?!?!?!?!?!?!?!
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Under the seats section in vehicle tags it says added variaints or somthing like that. Just link that path way to your actv tags you want. If you want them to drive ghost then, you wont have much luck if you dont have a clue on how to script things with sapien. But if you make say a turret or put them in the gunner's spot in a warthog then they will shoot you or other players perfectly.
Its kinda funny to line up 4 tanks with some perfect actv tags and get in a hog then try driving right by them.
Its kinda funny to line up 4 tanks with some perfect actv tags and get in a hog then try driving right by them.
........dont ask for tag converting help........
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- Posts: 394
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Its somthinglike that, under seats where the hud interfrace section is it says somthing about added actors or somthing. I am on vacation right now so I cant double check.
P.S. It should the next part of the area where you check flags for the vehicle seats and stuff.
P.S. It should the next part of the area where you check flags for the vehicle seats and stuff.
........dont ask for tag converting help........
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Command Lists
(I apologise if this is classed as a "bump", not sure on the time frame for that)
The way i use to get AI to use vehicles is by using the "command Lists" in the scenario tag.
If you go to the command lists header and click add, itll add a new command list (obviously). You can give it a name to select later in the AI's Starting Locations header.
Under the second header "commands" click add to add a new command. To get an AI to get in the gunners seat select "vehicle" in the drop down menu under atom type. With the atom modifier on zero the AI will get in a vehicle as any-non-driver, changing the atom modifier dictates the seat to get in.
0 = any-non-driver
1 = gunner
2 = passenger
3 = driver
4 = any-seat
So to have a gunner youd use atom modifier 1. The parameter1 value is the distance the vehicle has to be in for the AI to run and get in (setting at 0.0 is infinite).
The "point" values arent used for vehicles as far as i know. Animation, script and recording i dont know about either.
The drop down command box from what i can tell points to the next command to jump to if you dont want it to go to the next command in line.
I havent fully tested the object names bit, but i think you can use it to say which vehicle to get into, by adding an object name further up the scenario tag, then selecting the name under the vehicles header.
To get the AI to drive the ghost you use an atom modifier of 3, but you have to have another command "initiative" with an atom modifier of zero after it. The ghost should then happily hover around the firing positions/move positions (i cant remember which, will look into it)
PS. Sorry if this is widely known, just thought id post it
The way i use to get AI to use vehicles is by using the "command Lists" in the scenario tag.
If you go to the command lists header and click add, itll add a new command list (obviously). You can give it a name to select later in the AI's Starting Locations header.
Under the second header "commands" click add to add a new command. To get an AI to get in the gunners seat select "vehicle" in the drop down menu under atom type. With the atom modifier on zero the AI will get in a vehicle as any-non-driver, changing the atom modifier dictates the seat to get in.
0 = any-non-driver
1 = gunner
2 = passenger
3 = driver
4 = any-seat
So to have a gunner youd use atom modifier 1. The parameter1 value is the distance the vehicle has to be in for the AI to run and get in (setting at 0.0 is infinite).
The "point" values arent used for vehicles as far as i know. Animation, script and recording i dont know about either.
The drop down command box from what i can tell points to the next command to jump to if you dont want it to go to the next command in line.
I havent fully tested the object names bit, but i think you can use it to say which vehicle to get into, by adding an object name further up the scenario tag, then selecting the name under the vehicles header.
To get the AI to drive the ghost you use an atom modifier of 3, but you have to have another command "initiative" with an atom modifier of zero after it. The ghost should then happily hover around the firing positions/move positions (i cant remember which, will look into it)
PS. Sorry if this is widely known, just thought id post it

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- Posts: 42
- Joined: Tue Jun 08, 2004 2:52 am