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Thread: Squad-Based Gameplay

  1. #11
    am I an oldfag yet? Heathen's Avatar
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    Re: Squad-Based Gameplay

    "await commands"

    not "await for commands"
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  2. #12
    and Masterz1337 too! Advancebo's Avatar
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    Re: Squad-Based Gameplay

    Quote Originally Posted by Con View Post
    How do they know which direction is advance or retreat?
    He probably toggles the ai_follow_player command on an off via flashlight. They'll just follow the player into the designated squads and work in those.
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  3. #13
    chilango Con's Avatar
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    Re: Squad-Based Gameplay

    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.
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  4. #14
    Neanderthal Dwood's Avatar
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    Re: Squad-Based Gameplay

    Quote Originally Posted by Heathen View Post
    "await commands"

    not "await for commands"
    Yeah I know. :P Was too lazy to fix that.


    Quote Originally Posted by Con View Post
    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."

    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.
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  5. #15
    HA10 Limited's Avatar
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    Re: Squad-Based Gameplay

    Hmm nice work. What happens if you kill the AI so much, they start attacking you. Will they still follow you after that?
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  6. #16
    Rocket jump! Lateksi's Avatar
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    Re: Squad-Based Gameplay

    "Master Chief is out of control! We have to stop hi---yes, Master Chief! We do as you say!"
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  7. #17
    Neanderthal Dwood's Avatar
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    Re: Squad-Based Gameplay

    Quote Originally Posted by Limited View Post
    Hmm nice work. What happens if you kill the AI so much, they start attacking you. Will they still follow you after that?
    Uh Yeah... i'm pretty sure there isn't a way to check on that in script. If so, I would make them invincible and hunt you down or something.
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  8. #18
    HA10 Limited's Avatar
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    Re: Squad-Based Gameplay

    Quote Originally Posted by Dwood View Post
    Uh Yeah... i'm pretty sure there isn't a way to check on that in script. If so, I would make them invincible and hunt you down or something.
    Cant you just have a room full of AI, you kill them all, then later in level you have this squad based thing and see what happens.
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  9. #19
    Neanderthal Dwood's Avatar
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    Re: Squad-Based Gameplay

    Quote Originally Posted by Limited View Post
    Cant you just have a room full of AI, you kill them all, then later in level you have this squad based thing and see what happens.
    Yeah but atm my sapien is crashing any time I try to manipulate the tags. everything you see done right now was set up prior to one of the tags getting corrupted. I have no idea what's causing the problem right now so
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  10. #20

    Re: Squad-Based Gameplay

    Quote Originally Posted by Dwood View Post
    Everything you see done right now was set up prior to one of the tags getting corrupted. I have no idea what's causing the problem right now so
    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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