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 Use of goto AI mode 
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Joined: Mon Jun 30, 2008 9:13 pm
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Location: Finland
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Post Use of goto AI mode
How can I set the target for the AI goto mode in a scene's lua file?


Mon Dec 22, 2008 3:52 pm
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Joined: Sat Jun 30, 2007 4:39 am
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Post Re: Use of goto AI mode
First, you set waypoints for the ACTOR in question, who should have a name.

Code:
ACTOR:AddAISceneWaypoint( Vector( X, Y ) );

Examples:
cliffLemming:AddAISceneWaypoint( Vector( 700 , 100 ) );

EnemyUpperPatrol:AddAISceneWaypoint( Vector( UpperPatrol4:GetRandomPoint().X, UpperPatrol4:GetRandomPoint().Y ) );


You can also clear the ACTOR's waypoints.

ACTOR:ClearAIWaypoints();



Then, set the AIMode:

Code:
ACTOR.AIMode = Actor.AIMODE_GOTO;

EnemyUpperPatrol.AIMode = Actor.AIMODE_GOTO;


Mon Dec 22, 2008 7:19 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Post Re: Use of goto AI mode
Okay, thanks, got it working now. Btw, is it possible to load TDExplosives into dropships with lua? At least ACDropShip:AddInventoryItem gives a weird error saying that none of it's overrides matches arguments(ACDropShip, TDExplosive)


Mon Dec 22, 2008 9:52 pm
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Joined: Sat Jun 16, 2007 8:04 pm
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Post Re: Use of goto AI mode
Quote:
Btw, is it possible to load TDExplosives into dropships with lua?


Yeah it is. I just tried and this code works:

Code:
Myactor = ActivityMan:GetActivity():GetControlledActor(0); Explosive = CreateTDExplosive("Frag Grenade"); Myactor:AddInventoryItem(Explosive);


Myactor = ActivityMan:GetActivity():GetControlledActor(0); // Gets actor that is currently under player control in team 0 (or use some other way to ID the actor that gets the stuff)
Explosive = CreateTDExplosive("Frag Grenade"); // Assigns the grenade type to variable Explosive
Myactor:AddInventoryItem(Explosive); // Adds stuff from variable to inventory

However you get that error you describe if you try to add stuff into inventory more than 1 time. Each time you add, you must do the assignment to Explosive variable again if you want to add again. For example:

Code:
for I = 1, 5 do Explosive = CreateTDExplosive("Frag Grenade"); Myactor:AddInventoryItem(Explosive); end


I've practically just started experimenting with Lua in Cortex Command so i don't know why you have to do it like this. Maybe because of scope, or garbage collection.

And also, in this case it adds the first instance of Frag Grenade that appears in Tradestar order list. I don't know how to add the Coalition grenades.


Sun Dec 28, 2008 8:51 pm
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Post Re: Use of goto AI mode
Code:
CreateTDExplosive("Frag Grenade","Coalition.rte");

The second argument can be set to the name of any data module.


Tue Dec 30, 2008 12:40 am
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