"await commands"
not "await for commands"
What I mean is if you tell the AI to advance incrementally in front of the player then how do they know where that is?
edit:
I guess he has a bunch of squads set up sequentially and the script says for each one: "if you're told to move forward, advance to the next squad in the sequence."
Last edited by Con; December 20th, 2009 at 01:32 AM.
Yeah I know. :P Was too lazy to fix that.
Basically. I can set up a method to get the ai to move ahead of the player but currently the method I have for ai advancing is by telling where the ai are and moving them ahead. I guess they don't move ahead of the player per se but rather they themselves move ahead incrementally. Requires a fairly... linear gameplay at the moment as I don't know how much script space I can use up.
Most of the lines of script, are not even continuous, for efficiency. There's only 3 continuous scripts.
Here's a link to my vid for those who missed it- http://www.xfire.com/video/1bebaa/
Last edited by Dwood; December 20th, 2009 at 06:55 AM.
That's exactly whats happening with my Phantom tags. I changed one thing in them, and Halo exceptions when the vehicle loads.
Now, the peculiar thing is that if I load the tag in Sapien, it works perfectly fine. No problems, no crashes, it just works.
Only when it is loaded in Halo (the actual executable) it exceptions when the phantom gets loaded.
I cannot figure out what tag is causing this. It makes me sad![]()
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