soldier AI Created 7 years ago2016-06-23 13:25:17 UTC by platoon platoon

Created 7 years ago2016-06-23 13:25:17 UTC by platoon platoon

Posted 7 years ago2016-06-23 13:27:26 UTC Post #330572
how far can I go with halflife AI? I want to soldiers go from second floor to first floor with elevetor when they hear combat

im tried few things but they dont respond until they see the player (ofcourse wait until seen flag unticked) I made two squad but I can't move them.

there is things from 1999 year fgd for info_node's, "hint" and "activity" etc. I'm not sure how they work but there is somethings usefull like world:button and world:door I think I make it work somehow but not elevetor part.. tried activate scripted_sequence when they hear combat doesn't work.. any ideas?
Posted 7 years ago2016-06-23 13:35:18 UTC Post #330573
If you haven't seen that in any of the old mods I doubt its possible.
Stojke StojkeUnreal
Posted 7 years ago2016-06-23 13:49:47 UTC Post #330574
I think I remember a console command where it shows node connections, anyone can remember that? because they act very weird when moving, I really want to see them do things right.. they just blow themselves with grenades -_-
Posted 7 years ago2016-06-23 14:14:20 UTC Post #330575
There may be remnants of code where they attempted to make the AI a little more intelligent (scientists jumping / climbing ladders as you can see in their animations in the Day One demo pack), which might be what those fgd fields are referring too.

In the released code, I don't believe that the AI is in any way "aware" of brush entities in the map, but this can be simulated with scripted events.

Perhaps you could amend your map so that the player needs to break something, or perhaps trigger an alarm and trigger the sequence in the normal way? :)
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2016-06-23 14:14:43 UTC Post #330576
I don't think any of the settings on the info_nodes actually work. You'd probably have to heavily script something like this with a distinct trigger and scripted_sequences, etc.
Posted 7 years ago2016-06-23 17:32:14 UTC Post #330579
Scientists can be scripted to decide to press a button if they happen to be near it, but I never saw it done with soldiers.
Posted 7 years ago2016-06-24 01:27:40 UTC Post #330580
I think there's one or two animations that you could kind of cheese soldiers pressing a button with using a scripted sequence.

Just checked. Turns out there's actually one that was meant for this exact thing - WM_button. You could also maybe use bustwindow if they're meant to be in a hurry.

Also, this mention of the Day One demo having extra animations has piqued my interest. Anyone have a build of it? The HL wikia had a link but it was to Gamefront (RIP) I found a build and am in the process of sifting through the files after playing.
Notewell NotewellGIASFELFEBREHBER
Posted 7 years ago2016-06-24 17:53:36 UTC Post #330587
well, trigger the only way looks like.. I'm tried it to be natural but nope.. everything should be scripted to have a good scene unfortunately, they don't do anything themselves whatever I do..

I think I'm posted something like this long time ago back in 2011.. hmm nevermind thank you all anyway
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