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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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