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: |
if anyone can help it would be appreciated...tnx BSF
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or perhaps have several ai follow the same list and start at diff times...
I have tried both and its not working... |
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 |
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 |
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. |
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. |
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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