AIScript Questions
Heya folks
the first thing i must say is, the fritzbot is the best Bot Mod for RTCW/ET i've ever seen ;) Well, i'm currently waypointing the map mlb_temple. It's a nice big desert Map with tank escorting and with steal objectives. anyway the first problem that i have is, that there are 3 bridges which the allies must construct. The bots construct the bridges, or should i better say, they construct only one bridge. the engineers stuck on the place after the first bridge goal is constructed. i've seen in other AIScripts (for example fueldump) that is anywhere another action which check, if the bridges are already constructed. does this action have any special flags ? i dunno, take a look on my current aiscript (in progress): PHP Code:
...sorry for my poor english michel (greetings from germany) |
Re: AIScript Questions
Quote:
activateAction 5 // mg42camp task activateAction 4 // mobilemg42camp task activateAction 7 // camp task activateAction 8 // camp task can be simply done by making them goal=0, which will make them activate immediately when the game begins. Do you have the correct entity number for the bridge construction action? Use "/viewent" in the console as you point your crosshairs at the wooden boxes with the team flag next to them. You should see something like this (with different numbers, of course): Begin scan 1 for entities............ Classname: trigger_objective_info EntNum: 197 Dist: 109 Begin scan 2 for entities............ Classname: (null) EntNum: 1023 Dist: 2970 Completed entity scan! The number to use is "197" in this case. Make sure you have the "trigger_objective_info" entity, not something else. Sometime it'll require some moving around the object, side-to-side, or close-to-far to find it. You need to do this for all the bridge constructions for the engineers to take notice of them. You also need to have node paths laid to them so the engineers will know how to get there. You don't need to deactivate the bridge construct actions right away, just the bridge dynamite_plant actions. You want your engineers to keep rebuilding them, don't you -- at least until the tank is across? Then when the tank crosses, they can be turned off. It would help if you included the nav file for us to see. :big_grin: |
Re: AIScript Questions
thx bindle
the footbridge has a wrong entity number ^^ and i updated the camp/construction tasks, so they arent neither active forever, so they have goals now and it works, but not very well :( edit as you can see, i've updated both files ! the axis construct everything (barriers, mgs, commandposts), but only the allies need to construct on the other side the second bridge goal. they are always jumping into the lake and die then. so, how can i fix that, that the allies and axis dont jump into "death :D" and the allies can reach the other side. i know it is a aiscript trouble, but i dont know the right solution to fix that :-/ well here is the current aiscript/nav: ! UPDATED ! http://www.michaelseevogel.de/stuff/mlb_temple.aiscript http://www.michaelseevogel.de/stuff/mlb_temple.nav |
Re: AIScript Questions
I have sent Michelangelo a PM with my critique of his waypoint problems. Troubleshooting them did bring up one point that I think would be of interest to all waypointers -- one that I frequently have to re-discover.
Be sure to CHECK THE CONSOLE AFTER THE BOTS LOAD. Look for the statement in blue that says "A.I. script file loaded and running . . . ." If you have an error in the script, there will be an error message in red telling you on what line of your script the error has occurred. Usually the error messages will be clear enough for you to fix the problem. But I have run into one that isn't -- twice!. It says "Conditional action value 33418532 isn't a action_construct!" WTF does that mean?? Well, what it means is that you have screwed up one of the actions that you're testing and it HAS NO VALID ALLIED OR AXIS GOALS. The line the message references will be the first line of the script under the faulty action test. Another exhortation for new waypointers: be sure to STUDY the RtCW Waypointing Tutorial. I mean STUDY! There is a lot of important detailed information therein about nodes, actions, routes, and scripting. ET waypointing is built on the RtCW foundation and you need to understand it thoroughly to make the more advanced ET features work properly. :big_grin: A word to the wise. . . |
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