Scripts / ai walk script jitters

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Honkeyboy
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Posted: 5th May 2016 16:24 Edited at: 5th May 2016 16:47
can anyone tell me whats wrong here and why the character walks but jitters like theres 10000volts going through it? lol im trying to get it to walk and when it gets to an object turn and walk and so on





Edit: LOL anims 160,189 and he's breakdancing or kinda looks like it
smallg
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Posted: 5th May 2016 19:19
physics
you can't really use "MoveForward" etc with collision on.

either turn CollisionOff(e)
or use the AIEntityGoToPosition() command.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Honkeyboy
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Posted: 6th May 2016 16:13
Thanks smallg gave up on that one when all the entities started to breakdance lol so trying to finish the shop scripts before i try that one again
Jerry Tremble
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Posted: 16th May 2016 03:47 Edited at: 16th May 2016 03:48
Quote: "use the AIEntityGoToPosition() command."



Where are the AI commands listed? Or are they actually listed anywhere? Do I need to go through the ai scripts to see what's available that isn't in global.lua?
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smallg
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Posted: 16th May 2016 11:06
As far as I'm aware they are only in the ai scripts so there might well be others we just don't know about yet.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Jerry Tremble
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Posted: 16th May 2016 17:07
That's what I figured, i can finally get characters in, so now I want to learn how to control them! Thanks!
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Jerry Tremble
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Posted: 17th May 2016 02:47
I found them! I don't know if it's all of them, but they were listed on the Steam Lua tutorials. I wonder if they are up to date?


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Pirate Myke
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Posted: 18th May 2016 05:39
A tip from Lee
Quote: "
the LUA commands you mention actually control the AI system, and in the AI system in turn chooses animations from the CSI database, there is not a pure direct association beteween the commands and a specific animation block. That said, you can pretty much guess that in unarmed control state all the 'csi_unarmed' animations will be used, the armed state uses 'csi_stood', the limbo uses no animation blocks and switches off the AI system ability to force an animation on the entity. The fidget can trigger extra idle animations if they are available, i.e. csi_stoodfidget1 through 4. Hope this helps!
"
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