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View Full Version : How to make AI take cover when they are underfire?



bruce531
03-26-2004, 02:04 AM
how to make AI take cover when they are underfire?

Or how to make AI take cover first when they spot enemy? It looks more realistic that AI takes cover first and then begin fire.

bruce531
03-26-2004, 02:04 AM
how to make AI take cover when they are underfire?

Or how to make AI take cover first when they spot enemy? It looks more realistic that AI takes cover first and then begin fire.

tka1
03-26-2004, 02:13 AM
Page 39 of the new manual.

In-game: Vaco.

bruce531
03-26-2004, 02:21 AM
I have read that before I asked. Is hidepoint nessecary to work in modifier navigation and to link to other waypoint? can it work alone like aianchor?

Da_Mule
03-26-2004, 06:48 AM
1.You should add AI Trigger and see "On Signal"...
2.Change AI type to your enemies...

bruce531
03-26-2004, 07:48 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Da_Mule:
1.You should add AI Trigger and see "On Signal"...
2.Change AI type to your enemies...<HR></BLOCKQUOTE>

could you explain the detail? Thanx a lot

antistar_
03-26-2004, 08:16 AM
The answers here are helpful, but maybe a little too detailed depending on what your exact problem is http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif. If you are just placing AIs outside, and want them to hide behind objects when you attack them, then you can check the "hideable" option in Brush objects that you have placed on the map, and the AI will automatically seek cover behind them. Not all objects have this property, though, but Brushes do, like rocks and crates. If your AI is inside, or on a bridge, then things can get a little more complicated, and you will need to learn about waypoints and hidepoints.

aka Tim Partlett

bruce531
03-26-2004, 08:50 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by antistar_:
The answers here are helpful, but maybe a little too detailed depending on what your exact problem is http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif. If you are just placing AIs outside, and want them to hide behind objects when you attack them, then you can check the "hideable" option in Brush objects that you have placed on the map, and the AI will automatically seek cover behind them. Not all objects have this property, though, but Brushes do, like rocks and crates. If your AI is inside, or on a bridge, then things can get a little more complicated, and you will need to learn about waypoints and hidepoints.

aka Tim Partlett<HR></BLOCKQUOTE>

have you try your first way youself? I do exactly what you said , place a merc and a rock,make rock hideable, and generate ai triagulation, what i got? he just stand and shoot at me like a fool until I waste him. the rock is just two merters away from him.

antistar_
03-26-2004, 09:41 AM
Make sure you reload scripts, and make sure you are using the right kind of AI entity, as described in the manual. If you are still having problems, load the Demo map into the editor, and search out the Comment15 or Comment16 objects, and see how the AI and the hideable objects are set up there.

aka Tim Partlett

Da_Mule
03-26-2004, 01:58 PM
to antistar_
I'm from Russia and don't know english very well... http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

antistar_
03-26-2004, 02:49 PM
I wouldn't have known, had you not told me http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif.

aka Tim Partlett

bruce531
03-26-2004, 06:57 PM
yeah, I got it work finally. antistar_'s way works, which meet my first question. My second question, however, is answered by Da_Mule. the merc really take cover first before he shoot. thanx you guys.