View Full Version : Odd behavior with marines driving longswords in command lists
onion pistol
March 27th, 2009, 01:33 PM
I'm trying to get marines to fly longswords where I direct them to with a command list, but it seems they don't do as I wish...
When I tested them out, they began to fly forward, as intended...but then they began to turn, and started continuously flying in circles in the same area until my script erased them.
What could be the problem?
Also, when I loaded a marine into a longsword in sapien to experiment and see what's up, he flew on his own! Off to the edge of the level, making sapien crash...he flew into the water once.
What exactly is going on? Do I need to set proper ai parameters in the vehicle tag? All the values are at zero...what exactly do I need to do to fix this?
Help appreciated. Thanks.
bobbysoon
March 27th, 2009, 01:39 PM
You drive where you look. Disable their looking deltas (set to 0) in the actor or actor varient tag, so they don't randomly glance around. They should then always face directly where they're scripted or commanded to.
I can only assume it works for driving. I know looking delta is just that, but I haven't tested it with driver AI. It just makes sense, because you drive to where you look, so I feel safe assuming it'll work
onion pistol
March 27th, 2009, 05:02 PM
Alright. I re-compiled the map. I'll see if they'll act properly.
ShadowSpartan
March 27th, 2009, 05:44 PM
Alright. I re-compiled the map. I'll see if they'll act properly.
Wouldn't it make more sense to post after you tested? There is no point telling us you're going to try it, just tell us if it worked or not.
onion pistol
March 27th, 2009, 09:11 PM
Wouldn't it make more sense to post after you tested? There is no point telling us you're going to try it, just tell us if it worked or not.
Yes.
It did not work.
bobbysoon
March 27th, 2009, 09:25 PM
maybe some other looking-related parameters need zeroing too. It might help to test with an unseated actor
sdavis117
March 27th, 2009, 10:19 PM
Crazy solution, reskin/remodel a Sentinel to look like a Longsword.
I'm assuming that your using these Longswords merely to fly over your map for looks, because if your using it for anything else the AI is going to give you massive issues. But if you are just using it for looks, I see know reason why a Sentinel made to look like a Longsword would not work.
Gwunty
March 28th, 2009, 02:12 AM
Yhea, for anything like this you should just make it a biped. Same with a scarab.
p0lar_bear
March 28th, 2009, 06:57 PM
Is your AI encounter that you have the biped attached to set to be blind, deaf, and dumb?
onion pistol
March 29th, 2009, 09:37 PM
Is your AI encounter that you have the biped attached to set to be blind, deaf, and dumb?
Yes, I did.
Also, making it a biped sounds like a good idea. Thanks, guys. I'll try it out.
FRain
March 29th, 2009, 11:30 PM
Is this also a reason that one time I overwrote the wrong vehicle tag and my pelicans in the silent cartographer started driving retardedly (crashing into the water, not even flying in the right direction, etc).
CodeBrain
March 30th, 2009, 03:53 AM
That Rain, is something with the vehicle.
I once changed the original Pelican into a Pelican from ColdSnap. The Pelicans just fly into the water and did nothing. They didnt even land on the beach, I started half way between the beach from the ocean, had to walk ALL the way there. lol
In any case, I was playing around with the "sentinel-swap" trick. Make my phantom into a biped. It works, but when I gave it a command list to fly in a certain place, once it reached that destination it flew around it in circles, doing so in a quick manner (meaning, it went in circles very fast.)
Any suggestions on how to fix?
Mythril
March 30th, 2009, 03:59 AM
Isn't the pelican bug something to do with the physics?
CodeBrain
March 30th, 2009, 04:03 AM
Correct. Simply by replacing the new vehicles physics with the original, should fix it up.
I had to do this with my Phantom, as the original physics I had for it were too fast. It collided into walls too early, and badly.
Simply by replacing it with the c_dropship physics and its good as new.
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