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Re: Limitation of actions in the aiscript file
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TomTom
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Default Re: Limitation of actions in the aiscript file - 06-12-2007

There are generally 2 ways to do aiscript blocks normally for non-constructible dynamite objectives. (1) add the dynamite action with the ent num of the TOI and then test if complete in the action test for that action. However (2) there is normally a func_explosive targeted by the TOI in the map and you can add an action (type 34 action_event_explode) that targets that ent num. Then in the aiscript just add a test block for the action_event_explode action ID. This latter action block will be called only once when the dynamite succeeds. I like this method a lot since it saves a little in terms of keywords required and if an one-time objective can be satcheled it is the only way since satchel actions do not trigger action tests. Now it can be tricky to find the entity number of the targeted func_explosive but it can be found generally by flying around repeatedly hitting your /viewent bound key or failing that by using Hobbit's waypointing tool's bsp reader and following the target-targetnames. (my just posted WIP for v1rocket_b2 uses this method at the gate. See Action ID #6 at the top of the gateway above the dynamite action. Notice that they use different but similar ent numbers)

Now in the highly unlikely chance that you need to follow the death of something that is not targeting a func_explosive nor a func_constructible you can communicate the information from the script file to the aiscript file through some advanced waypointing script file changes (e.g. similar to the helper ents in FritzBot_Buttons_And_Levers ). But that should only be used when absolutely needed.

Can't take much credit on transmitter. That is really the effort of Craig and the bindlestiff, all I did was help with corrections and suggestions.
  
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