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-   -   new DFX2 Maps (https://novahq.net/forum/showthread.php?t=47660)

bigsmellyfart 12-25-2014 06:10 AM

new DFX2 Maps
 

I am working on 2 new maps..the first one I am having difficulty with ai following a waypoint list...
the other is a Cod style map couple of buldings on a small enclosed map...wont take long to encounter the enemy...

a couple of questions about ai and waypoint lists...
1. is there a limit to the number of lists allowed on a map..
if so how many...?

2. is there a limit to the number of AI allowed on a waypoint list...
if so how many...?

I want to setup some ai patroles for each side and perhaps
have each follow a slightly diff rout/list...whatever...

help appreciated tnx BSF

:run::run::run::drooling::run:

bigsmellyfart 12-27-2014 01:20 AM

if anyone can help it would be appreciated...tnx BSF

bigsmellyfart 12-28-2014 08:39 AM

or perhaps have several ai follow the same list and start at diff times...
I have tried both and its not working...

Hellfighter 12-28-2014 12:17 PM

I'm guessing here, but wouldn't be as group like
group 1 waypoint #01
group 2 waypoint #12
group 3 waypoint #18

space these key point way apart same pathways to the AIs don't brunch up on the map

not done a map in very long time but that my best guess here

they start out set timer per-group so they can follow the same pathway very timer set per-group set waypoint spot

Guest001 12-31-2014 08:16 PM

easier to do in BHD etc... but different and a bit more complex (but gives more control) in DFX2

Set this in the events editor (for ssn or group)

ssn 1 to waypoint 1
then
change ssn AI state to follow waypoint

group 1 to waypoint 1
then
change group 1 AI state to follow waypoint

Guest001 12-31-2014 08:44 PM

1st make sure all the waypoints are numbered correctly in sequential order (wp0, wp1, wp2 etc).

http://i887.photobucket.com/albums/a...NovaHQ/wp1.png


To make them follow the waypoint first make the head to the WP then

http://i887.photobucket.com/albums/a...NovaHQ/wp2.png



To make them patrol up and down the waypoint

http://i887.photobucket.com/albums/a...Q/Reset_wp.jpg

Also remember to set their awareness levels or their AI will make them break off the waypoint if they detect the enemy.

Set them to higher awareness when you or friendlies hit an area trigger or other variable.

Guest001 12-31-2014 08:56 PM

I want to setup some ai patroles for each side and perhaps
have each follow a slightly diff rout/list...whatever...


Use the above method and use a variable to random the redirect to another waypoint.

Guest001 12-31-2014 09:01 PM

2. is there a limit to the number of AI allowed on a waypoint list...
if so how many...?


The maximum AI (People Objects) allowed in the map is 256 but you can use respawning to increase apparent enemy numbers.

There's no set limit on AI following that I know of as long as they are not too close to each other.

Tanks and bots don't seem to mix too well.

Also I've found that anymore than half a dozen close together can cause them to jam up sometimes.



1. is there a limit to the number of lists allowed on a map..
if so how many...?

The number of AI useable waypoint lists is 122 with 5 specially coded AI lists (123,124,125,126 and 127) making 127 all up.

The limit of waypoints in a waypoint list is 32 waypoints. (0-31)


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