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Re: AIScript Questions
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the bindlestiff
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Default Re: AIScript Questions - 21-07-2006

Quote:
Originally Posted by Michelangelo
Heya folks
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):

btw, the fritzbot waypoint tool says that "default" is a not defined keyword, what does this means ? I think i've in the future some more questions , especially the axis side make no actions (no goal). maybe i get by myself the solution, i will see
The Waypoint Tool is not up-to-date regarding the Fritzbot features that were introduced in Ver 0.70, so you can ignore the "default" warning and other such messages referencing the new keywords. The default keyword is usually used for actions that are to be delayed a short while after the game begins. The
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.
  
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