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Flying AHuman http://45.55.195.193/viewtopic.php?f=73&t=19604 |
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Author: | CrazyMLC [ Wed Aug 25, 2010 1:07 am ] |
Post subject: | Flying AHuman |
How do you make it so that an AHuman flies through the path of a AI Waypoint using lua, rather than trying to walk there? |
Author: | TheLastBanana [ Wed Aug 25, 2010 1:36 am ] |
Post subject: | Re: Flying AHuman |
Unless you want to write custom AI, you don't. |
Author: | CrazyMLC [ Wed Aug 25, 2010 1:44 am ] |
Post subject: | Re: Flying AHuman |
Then can you give dropships AIWaypoints? |
Author: | CaveCricket48 [ Wed Aug 25, 2010 1:55 am ] |
Post subject: | Re: Flying AHuman |
Probably, but I doubt Data coded dropships to actually follow waypoints. |
Author: | zalo [ Wed Aug 25, 2010 5:32 am ] |
Post subject: | Re: Flying AHuman |
Well, you could make an invisible AHuman attached to the drop ship which is set to follow waypoints, and then the dropship reads the AHuman's actions and and flies accordingly. Jetpack = Up... etc. I've done it before. |
Author: | Grif [ Wed Aug 25, 2010 6:06 am ] |
Post subject: | Re: Flying AHuman |
CaveCricket48 wrote: Probably, but I doubt Data coded dropships to actually follow waypoints. This I'm actually not sure about. Keep in mind that the AI does have some kind of movement code; they will avoid (sometimes) bunkermodules, and they also move out of the undesignated LZ areas. So, it's actually possible that dropships have some kind of rudimentary waypoint code, I'm just not sure how well it works. You're probably better off either circumventing it, or making an entirely seperate system. |
Author: | TheLastBanana [ Wed Aug 25, 2010 7:56 am ] |
Post subject: | Re: Flying AHuman |
Dropships don't follow waypoints. I've tried it. |
Author: | Abdul Alhazred [ Wed Aug 25, 2010 12:06 pm ] |
Post subject: | Re: Flying AHuman |
I made a custom AI for the EDV and Gunship mods to make an AHuman fly to a way-point. The hard-coded AI tends to interfere a lot when there are enemies around but the results were acceptable despite all of the limitations. You can find it in Gunship.rte\Actors\Clones\FlyingClone.lua. |
Author: | CrazyMLC [ Thu Aug 26, 2010 3:10 am ] |
Post subject: | Re: Flying AHuman |
zalo wrote: Well, you could make an invisible AHuman attached to the drop ship which is set to follow waypoints, and then the dropship reads the AHuman's actions and and flies accordingly. Jetpack = Up... etc. I've done it before. Could you explain how to do that in a little more detail, please? |
Author: | CaveCricket48 [ Thu Aug 26, 2010 7:36 pm ] |
Post subject: | Re: Flying AHuman |
You script should (if attached to the ACDropShip) 1. Create the AHuman. 2. Appropiately position then AHuman over the DS. 3. Set the Waypoint for the AHuman to wherever. 4. Check controls of the AHuman. 5. Move the DS based on the controls of the AHuman. I predict there will be some funky movements when heading towards waypoints, since the AI on AHumans makes them walk on the ground and not... You know, fly through the air. |
Author: | CrazyMLC [ Sun Aug 29, 2010 9:49 am ] |
Post subject: | Re: Flying AHuman |
If I were to put the script onto the AHuman, would this work as far as making the ACDropShip? Code: self.Propulsion = CreateACDropShip("Propulsion") self.Propulsion.Pos = self.Pos self.Propulsion.Vel = self.Vel MovableMan:AddCraft(self.Propulsion) Then somewhere in function Update(self) I would add in some code to automatically position the Craft over the AHuman. As far as transferring controls, what controls does an ACDropShip use? Same as an AHuman? MOVE_LEFT, etc? |
Author: | CaveCricket48 [ Sun Aug 29, 2010 4:39 pm ] |
Post subject: | Re: Flying AHuman |
Yes and yes. |
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