AI to assault a point Created 17 years ago2007-08-18 22:52:41 UTC by Archie Archie

Created 17 years ago2007-08-18 22:52:41 UTC by Archie Archie

Posted 17 years ago2007-08-18 22:52:41 UTC Post #232407
hey.

So i haven't really tried anything with HL2's AI yet, and thusly, i'm pretty clueless about how to set anything up. Maybe you can help :combine:

SO, what i want is for 10 combine soldiers, created with an npc_maker, to run to a point in the map, but still attack the player and other enemies.
Purely guessing, i tried the ai_goal_assault entity, with the rally point set as the name of an info_target i had in the location i wanted them to run to, and the name of the combine in the Actor(s) to affect field.
The entity is triggered by a logic_auto - Onmapspawn, BeginAssault (60.5 second delay)

Upon spawning, the combine do nothing, though.

Halp?

edit:
the map has plenty of nodes, so the AI should be able to find its way to the destination no bother.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-08-19 03:14:52 UTC Post #232416
Well, you can use the block tool. :P Strangely enough.

There's a built-in HL2 example prefab that sets up an assault for you, although only in sets of 4 soldiers at a time. Easy to modify after the fact though. Just make sure that the soldiers have a clear node-path to the assault target (or they'll just stand around).
Posted 17 years ago2007-08-19 07:39:25 UTC Post #232423
I've done this myself with ai_goal_assault so don't tell me it doesn't work.
You just need to mess around with it a bit.
It's a mess really.
You will need "OnSpawn" outputs which are targeted to the ai_goal_assault and stuff like that, eventually it will work.
Im on my laptop so I can't give you any exact details.
Give me some time and I might make another example.

I heard somewhere in the forum that you can use an ai_goal_follow targeted at the player as well, to make them hunt the player down, but I have never tried this myself.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-08-19 08:25:35 UTC Post #232424
Lol, this is explained in that Noesis Level Design DVD. It comes with an example map...
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