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Jetpack AI shenanigans and trouble http://45.55.195.193/viewtopic.php?f=4&t=20906 |
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Author: | Mr. Cake [ Sun Dec 26, 2010 11:15 pm ] |
Post subject: | Jetpack AI shenanigans and trouble |
In the Zombies '09 mod, all the actors have the AI which I like, with the whole not jetpacking when a friendly lands in front of them. I thought this was a constant for any B23 faction mod put into B24, but I was wrong when I tested some other mods like the Wehrmacht and District 9. I wonder if there is a way to get that AI to be that way for all my other factions. I think when the CC team release the next version, they should get the Idle/Sentry AI to the way it was back in B23 or like it is in Zombies '09. |
Author: | Dragon239 [ Sun Dec 26, 2010 11:38 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
Yeah, um, AI sucks. Don't keep your guys near each other at all, don't rely on AI to control themselves at all. I don't usually have more than 2 guys on the field, and I generally directly control them, never let them do things themselves. Bad things happen ![]() |
Author: | Yazuak [ Sun Dec 26, 2010 11:51 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
Yup, the only place I trust AI is in a sealed box with a little window to shoot out of. Even then, you risk having friendlies getting shot ![]() |
Author: | Foa [ Mon Dec 27, 2010 8:53 am ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
Yazuak wrote: Yup, the only place I trust AI is in a sealed box with a little window to shoot out of. Even then, you risk having friendlies getting shot ![]() And also risking them getting killed ridiculously easily, destroying the base, escaping the box, and so on. |
Author: | mail2345 [ Mon Dec 27, 2010 5:44 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
This Lua code will fix the AI: Code: function Update(self) if self:GetController().InputMode == Controller.CIM_AI then self:GetController().InputMode = Controller.CIM_DISABLED end end |
Author: | Mr. Cake [ Tue Dec 28, 2010 7:54 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
mail2345 wrote: This Lua code will fix the AI: Code: function Update(self) if self:GetController().InputMode == Controller.CIM_AI then self:GetController().InputMode = Controller.CIM_DISABLED end end Lua gives me nightmares. Is there any specific place I need to put this in or do I just plop it in there somewhere? |
Author: | mail2345 [ Tue Dec 28, 2010 8:23 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
That was a joke, it completely disables the AI. If you still want to use it, then put it in a Lua file, and add this to an actor's definition: ScriptPath = <file> |
Author: | alphagamer774 [ Tue Dec 28, 2010 10:25 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
DragonXP made a little device that pins actors when they're inside it, useful to stick AIs into perfect sniping spots. Somebody else made a brain that extended their sight range. Try searching. |
Author: | 411570N3 [ Wed Dec 29, 2010 2:23 am ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
That would be this. |
Author: | Mr. Cake [ Thu Jan 06, 2011 9:52 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
Well, I don't really want an actor pinner. Now that I think about it, is there anyway to get the actor AI from b23 to replace the b24 one? I just don't like the jetpacking that occurs when idle actors are too close to one another as I like to have a few in a room as back up. |
Author: | Lizardheim [ Thu Jan 06, 2011 9:55 pm ] |
Post subject: | Re: Jetpack AI shenanigans and trouble |
That happened back in B23 too. |
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