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Thread: Biped/Shader/AI help

  1. #1

    Biped/Shader/AI help

    Anyway to make an actor variant shader (in this matter the zealot elite) onto a biped?

    I need it to enter a vehicle, but I only have the proper unit_enter_vehicle command and it only works for bipeds.
    Don't give me the ai_go_to_vehicle stuff, I don't want it. I'm looking for these options:

    golden shader onto biped (O_o??)
    making an encounter/squad into a unit instead of ai
    a script to place ai into a vehicle, not making it go to the vehicle itself

    Much appreciated.
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  2. #2

    Re: Biped/Shader/AI help

    There is no golden shader to change the elite's color open the actor variant tag scroll to the bottom and you will see a field called change colors.
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  3. #3

    Re: Biped/Shader/AI help

    make a new comannd list that tell it to go into a certain vehicles seat.

    then however the script gets started (EX: volume test objects, unit heath, etc)

    then add (ai_command_list <Encounter name> <Command list name>)

    heres an little example i made

    (sleep until (volume_test_objects trig_c (players 15))
    (ai_command_list vehienter enterunit)
    )

    if you want to attach a biped to an ai then you would do this

    (sleep unit (volume_test_objects trig_c (players 15));triggers below script
    (ai_attach biped1 vehienter); tells the biped to use the vehienter encounter
    (ai_command_list_by_unit biped1 enterunit); tell the biped to enter a vehicle
    )

    thats all you need to know
    Last edited by Ki11a_FTW; July 3rd, 2007 at 01:31 PM.
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  4. #4

    Re: Biped/Shader/AI help

    I knew all that already, I've got my singleplayer map full of scripts.

    This is for cutscene matters, and the vehicle is the covenant dropship, which the golden elite doesn't go into by itself.
    Only the unit_enter_vehicle command works, as far as I know, and that command only works on units/bipeds, not ai.
    Last edited by MNC; July 3rd, 2007 at 01:59 PM.
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  5. #5

    Re: Biped/Shader/AI help

    (vehicle_load_magic *VEHICLE* *SEAT STRING/SUBSTRING* (ai_actors *ENCOUNTER*))

    or

    (unit_enter_vehicle (unit (list_get (ai_actors *ENCOUNTER*) #)) *VEHICLE* *SEAT STRING*)

    something like that
    Last edited by CtrlAltDestroy; July 3rd, 2007 at 02:10 PM.
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  6. #6

    Re: Biped/Shader/AI help

    ohh the vehicle is a dropship thats a whole different story
    attach the biped to an ai and do what CAD said

    make an biped BE an ai using ai attach >_<

    Quote Originally Posted by hs_doc
    (ai_attach <unit> <ai>)
    attaches the specified unit to the specified encounter.
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  7. #7

    Re: Biped/Shader/AI help

    Or... just use an AI?
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  8. #8

    Re: Biped/Shader/AI help

    AI refuse to enter dropships unless there a biped attached to an ai

    atleast they do for me, and adumass

    EDIT: just looked at your script again, the way you have it set up, it should work.
    i meant that ai dont get in dropships wth a command list or an ai_go_to_vehicle script
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  9. #9

    Re: Biped/Shader/AI help

    (unit_enter_vehicle bipedname vehiclename seat)
    (ai_attach bipedname encounter/squad)
    (ai_exit_vehicle encounter/squad)

    You have to attach the ai after you get the biped in the seat or the ai will mostly likely run up near the drop ship and just stand there or one of them will maybe jump in.
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  10. #10

    Re: Biped/Shader/AI help

    Quote Originally Posted by CtrlAltDestroy View Post
    (vehicle_load_magic *VEHICLE* *SEAT STRING/SUBSTRING* (ai_actors *ENCOUNTER*))

    or

    (unit_enter_vehicle (unit (list_get (ai_actors *ENCOUNTER*) #)) *VEHICLE* *SEAT STRING*)

    something like that
    Ah! Thank you. I haven't tried yet, but ai_actors converts it to an object list, right? I never knew how it worked. <3

    @ adumass: If I'd do that, I'd still have the normal biped in the vehicle, not the zealot Elite.

    Edit: It works! the second one works, the first just returns a boolean. Thank you Ctrl!
    Last edited by MNC; July 4th, 2007 at 07:42 AM.
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