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Tutorial: Scenario Editing Tutorial (AI and Machines)

Posted: Tue Oct 12, 2004 1:16 pm
by The Swamp Fox
Everyone's been asking, I figured it was about time everyone found out. There are a few things to help you in it along with the tutorial. Enjoy!

(This isn't in the tutorials section because no one looks there. (Or at least I don't.) I thought more people would see it here. ;))

Posted: Tue Oct 12, 2004 1:37 pm
by mrhyperpenguin
gj tsf, i wanted to figure this out by myself but who cares

Posted: Tue Oct 12, 2004 1:38 pm
by Gabs
Hey swamp, i finally got the AI to work a while ago but you haven't been on AIM for a long time. Thanks for the other brieft tutorial and putting up with my dumbness for hours :D .

Cheers, Gabs.

Posted: Tue Oct 12, 2004 1:48 pm
by DSDahl89
Can you make it so the AI's keep respawning?
How about so they know where you are at all times, so they are always running towards u, that way, it'd be harder.

It'd be cool to play a level like Derilect, with 3 sword elites, who kept respawning!

Posted: Tue Oct 12, 2004 1:52 pm
by The Swamp Fox
yeah you can do all of that, with a stalking script or something, but ive never done the know-where-you-are-at-all-times thing

Posted: Tue Oct 12, 2004 1:54 pm
by thinkreddie
is this possible to do on xbox without the HEK?

Posted: Tue Oct 12, 2004 1:58 pm
by junit0524
u can make ai respawn by replacing the med kits with the vehicle that u use to make the ai spawn with and it will spawn like crazy...u can also use a overshild, grenades, or invisibility

Posted: Tue Oct 12, 2004 2:01 pm
by The Swamp Fox
and somehow the proper, non-laggy version of that doesnt draw your attention? i made a vehicle respawning ai mod about 7 months ago.

Re: Scenario Editing Tutorial (AI and Machines)

Posted: Tue Oct 12, 2004 2:32 pm
by TheTyckoMan
Thanks alot, now we can get more great mods(and you won't have to do them all by your lonesome)
The Swamp Fox wrote:(This isn't in the tutorials section because no one looks there. (Or at least I don't.) I thought more people would see it here. ;))
that's because you don't need'em :)

Posted: Tue Oct 12, 2004 3:22 pm
by Wooden Dragon
Alright, now I'm more of a simple modder, but from what you're making this sound like, I can make respawnable AI in maps with this? If so, is there an easier way than reading this huge document?

Posted: Tue Oct 12, 2004 3:29 pm
by The Swamp Fox
uhhh nope it doesnt get any easier unfortunately

Posted: Tue Oct 12, 2004 3:35 pm
by Wooden Dragon
Interesting if true... Oh well, my dreams of being chaced by 50 elite and grunts in BG are shattered... for now.

Posted: Tue Oct 12, 2004 3:44 pm
by swese44
Hmmm this will take a while. Why didn't you just add a fcn to hXe to do the AI process? That'd make it a lot easier.

Posted: Tue Oct 12, 2004 3:48 pm
by The Swamp Fox
now maybe people will actually understand why this information is not released as soon as it is figured out. its not simple stuff and it takes time to simplify...the method i used in SC was even more complex than the one you see outlined here. when i made the grid i was testing this tutorials method of injection. it worked needless to say, because the beams and doors worked, as well as the ai. if you dont understand it dont feel bad, but dont complain about people witholding information that you would have a hard time using. (if anyones wondering where this ranting is coming from, its mostly about people flaming MonoxideC for not telling how to do some of the things hes done, but ive also been accused of hoarding information -_-)

Posted: Tue Oct 12, 2004 3:49 pm
by The Swamp Fox
swese44: thats a lot easier said than done...why do you think sparkedit doesnt do this ;)

Posted: Tue Oct 12, 2004 3:50 pm
by swese44
I was kidding by the way, I'm not that ignorant: :) Thanks TSF, I have nothing but respect for everything you've been doing.

Posted: Tue Oct 12, 2004 4:15 pm
by thinkreddie
the person that hoards info is flesh rider....

Posted: Wed Oct 13, 2004 4:11 pm
by mrhyperpenguin
WHY ISNT THIS STICKED?!!?

question, the reflexives have to be in a certin offset, but what about the translation? and do those reflexive offsets apply to ce?

Posted: Wed Oct 13, 2004 6:31 pm
by The Swamp Fox
i dont get you, but i can say this: both ce and xbox metadata engines run the same way, so the answer to your question is probably closer to yes

Posted: Wed Oct 13, 2004 7:15 pm
by thinkreddie
*sigh*... this is harder then it looks! :wink:
and, I know nothing of reflexives!!!