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View Full Version : b30 spelican: back turret gunner vs. banshees



Echo Ranger 449
December 27th, 2007, 08:04 PM
>>>Edit- I'd just like help with this one if nothing else: I want to figure out how to write the script so that the marines will follow you wherever you go in the level "the silent cartographer". I've used the ai_follow_target_players command as well as the follow distance command. They do not work. Please give me some pointers on how to write this correctly. Between the spoiler tags is the portion of the script file dealing with the marines. I've tried putting this at the end (deleting the ai_kill command when doing so) and near the beginning. I even put it after one of the "sleep" command and created a duplicated sleep command below it, just to make sure. I run the level and nothing happens. I do know I altered the script file because I took out the delay for the pelican vehicle drop-off and the warthog was dropped off before I even reached the hill.(script dormant mission_beach_lz
(sleep_until (or (> 6 (ai_living_count beach_lz/camp_toon ))(volume_test_objects beach_lz_rock (players )))5 delay_dawdle )
(ai_defend beach_lz/camp_toon )
(sleep_until (volume_test_objects beach_lz_rock (players ))5 delay_dawdle )
(ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_rock )
(ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_rock )
(sleep_until (or (> 2 (ai_living_count beach_lz/camp_toon ))(volume_test_objects beach_lz_camp (players )))5 delay_dawdle )
(ai_retreat beach_lz/camp_toon )
(sleep_until (volume_test_objects beach_lz_camp (players ))5 delay_dawdle )
(ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_camp )
(ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_camp )
(sleep_until (or (> 7 (ai_living_count beach_lz/base_toon ))(volume_test_objects beach_lz_base_attack (players )))5 delay_dawdle )
(ai_defend beach_lz/base_toon )
(sleep_until (volume_test_objects beach_lz_base_attack (players ))5 delay_dawdle )
(ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_base_attack )
(ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_base_attack )
(sleep_until (or (> 3 (ai_living_count beach_lz/base_toon ))(volume_test_objects beach_lz_base (players )))5 delay_dawdle )
(ai_defend beach_lz/base_toon )
(sleep_until (volume_test_objects beach_lz_base (players ))5 delay_dawdle )
(ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/marine_base )
(ai_migrate beach_lz_marine/right_marine_toon beach_lz_marine/marine_base )
(sleep 60 )
(ai_timer_expire beach_lz/arch_toon )
(sleep_until (volume_test_objects beach_lz_arch_attack (players ))5 delay_dawdle )
(ai_migrate beach_lz_marine beach_lz_marine/marine_arch_attack )
(sleep_until (or (> 5 (ai_living_count beach_lz/arch_toon ))(volume_test_objects beach_lz_arch (players )))5 delay_dawdle )
(ai_defend beach_lz/arch_toon )
(sleep_until (volume_test_objects beach_lz_arch (players ))5 delay_dawdle )
(ai_migrate beach_lz_marine beach_lz_marine/marine_arch )
(sleep_until (or (> 3 (ai_living_count beach_lz/arch_toon ))(volume_test_objects beach_lz_arch_back (players )))5 delay_dawdle )
(ai_retreat beach_lz/arch_toon )
(ai_migrate beach_lz_marine beach_lz_marine/marine_arch_back )
(sleep_until (= 0 (ai_living_count beach_lz/arch_toon ))5 delay_lost )
(if (< 1 (ai_living_count beach_lz_marine ))(wake save_beach_lz ))
(set play_music_b30_01 false )
(object_create hog_pelican )
(unit_set_enterable_by_player hog_pelican false )
(object_teleport hog_pelican hog_pelican_flag_1 )
(object_create jeep )
(unit_enter_vehicle jeep hog_pelican "cargo" )
(recording_play_and_hover hog_pelican hog_pelican_in )
(sleep 60 )
(ai_conversation jeep_delivery )
(sleep (recording_time hog_pelican ))
(sleep_until (not (volume_test_objects jeep_delivery (players )))10 )
(unit_exit_vehicle jeep )
(sleep 30 )
(activate_team_nav_point_object default_red player jeep 0.5 )
(sleep 30 )
(vehicle_hover hog_pelican false )
(recording_play_and_delete hog_pelican hog_pelican_out )
(sleep_until (< 4 (ai_conversation_status jeep_delivery ))1 )
(ai_conversation jeep_load )
(sleep_until (< 1 (ai_conversation_line jeep_load ))1 )
(ai_go_to_vehicle beach_lz_marine jeep "gunner" )
(ai_go_to_vehicle beach_lz_marine jeep "passenger" )
(sleep_until (or (not (volume_test_objects_all beach_lz (players )))(vehicle_test_seat_list jeep "w-driver" (players ))))
(deactivate_team_nav_point_object player jeep )
(sleep_until (< 4 (ai_conversation_status jeep_load ))1 )
(sleep_until (= (ai_going_to_vehicle jeep )0 )1 delay_dawdle )
(ai_conversation jeep_go )
(sleep 45 )
(set mark_map true )
(objects_predict shafta_cship )
(objects_predict (ai_actors beach_slab ))
(objects_predict (ai_actors shafta_entrance ))
(sleep_until global_shafta_switched )(ai_kill beach_lz_marine ))
I'm trying to create a scenario tag where the level begins with tiamat's spelican (the one with the warthog turret in the back). The pelican will fly through a small squad (about 2-5) banshees. The banshees will turn around and engage the pelicans, shooting a non-player's pelican down. Both pelicans have marine AI manning the turrets. The player's Spelican gunner will finish up the last of the banshees around the time the "The Silent Cartographer" text shows up on-screen.

4 problems:

1.) I've gotten the level to start with this vehicle and I've been able to place marines in the gunner seat (for all Spelicans), but I'd like to know how I can create an encounter so that I can get a marine to spawn in only these two pelican turrets, and not the others.

2.) Also, when I started the level with the banshees firing at the pelicans, my gunner was trying to aim the turret at the banshees, but was unable to move it out of the default position until the cutscene ended and the pelicans landed (then he was able to fire away at them).

3.) Many of the encounters on the map have the red "no" sign. I'd like to use the original ones instead of creating new encounters.

4.) Not too important, since I'll probably be able to test it out- I don't know yet how to create command lists for elites to run into banshees (or just spawn in them).

Thanks for taking the time to read this and I would appreciate any input that may help!

teh lag
December 28th, 2007, 07:59 AM
The reason your AI gunners aren't attacking is because the turrets are part of the vehicle, and therefore are affected by the recorded animations that fly the pelicans to the landing zone. Making the turrets themeselves an AI loaded into a "seat" in the pelican would fix this.

Echo Ranger 449
December 28th, 2007, 11:39 AM
Thanks, I feared that was the reason why. So the "ai" would look like a turret and a marine? That'd take a bit of animating. I know that the turret for the covenant dropship is a bipd and actv itself.

Wait...are you trying to say that I make the turret an AI, which my marines can enter and control?

AI controlling other AI, maybe I missed something.

Amit
December 28th, 2007, 01:05 PM
Thanks, I feared that was the reason why. So the "ai" would look like a turret and a marine? That'd take a bit of animating. I know that the turret for the covenant dropship is a bipd and actv itself.

Wait...are you trying to say that I make the turret an AI, which my marines can enter and control?

AI controlling other AI, maybe I missed something.

Or is it that the turret is the AI but also a seat in the pelican? So maybe the marine can enter the seat but once in the seat it doesn't do anything and the turret AI can turn and shoot of it's own accord?

Or better yet...pretend it's an automated gun turret :-3

Echo Ranger 449
December 28th, 2007, 04:56 PM
Oh well, after pondering about it for a few hours at work, I've concluded that without making the turret an independent object attached to the pelican or a actv, it is impossible to have the turret shoot during the fight (unless I make the default position of the turret 180 degrees the other way, but it still wouldn't move).

Jay2645
December 28th, 2007, 11:46 PM
Just curious, HOW did you get the scripts? I've been dying to get my hands on those...

Jay2645
December 29th, 2007, 03:13 AM
Sorry about the double post, but I found them:
http://hce.halomaps.org/index.cfm?fid=3424

n00b1n8R
December 29th, 2007, 04:19 AM
http://www.h2vista.net/forums/showthread.php?t=7657
mbmb?