Scripts / AI soldier scripts

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Belidos
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Posted: 20th Jun 2017 17:48
I've noticed with the changes to the AI scripting that the soldier characters no longer idle and walk around with their weapons hidden, and have them permanently aimed. Is there a way to add unarmed idle/walking back into the script?

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Gtox
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Posted: 20th Jun 2017 22:07
The reason for this is that they shoot from the idle position now, which won't work if the arms are down. Replace the anim0 idle frames with the csi idle frames (3000,3100) and they should idle properly (but it will mess up the combat).
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Belidos
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Posted: 21st Jun 2017 01:07
that's a pain, and for me completely ruins the AI, that really needs fixing

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warlock12
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Posted: 21st Jun 2017 13:41
Boys, it's not about this subject but it's related, maybe it's just a curiosity and a mystery for me ... I understood that AI could not get off the ground ... that is to say, to climb models, but to my surprise they climbed The stairs (an angle of about 30 degrees and I ran all over the structure. I did not know that they had solved that problem .... Regards!
The game is a serious thing (El juego es una cosa seria)
3com
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Location: Catalonia
Posted: 21st Jun 2017 14:03
Quote: "(but it will mess up the combat)"

Working on that subject last night, but I don't get the solution.
Soldier attack player once and stop.
There is not LUA command to handle soldier weapon ingame, yet. If so then you can back to 100,205, and assign some weapon to him, thought.

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Belidos
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Posted: 21st Jun 2017 15:24
Quote: "Boys, it's not about this subject but it's related, maybe it's just a curiosity and a mystery for me ... I understood that AI could not get off the ground ... that is to say, to climb models, but to my surprise they climbed The stairs (an angle of about 30 degrees and I ran all over the structure. I did not know that they had solved that problem .... Regards!"


Erm, yeah, there was like kind of a major update (the one before last) specifically to get AI to go up stairs.

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reyandekcire
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Posted: 26th Jun 2017 21:43
Hi Belidos,

Lee posted a video about this about 2 weeks ago. I have modified the module_combatcore.lua accordingly and it works fine so i'm using it by default now... If you don't want to use this combat module by defaut, make a back up of the original combat module. You just have to add more animation in your NPC fpe (btw I found it was a good idea to add all "useful" animation to all fpe (ie talk, sit, and so on).

I hope this helped

;anim
animmax = 7
playanimineditor = 1
anim0 = 100,205 ;idle
anim1 = 685,707 ;move
anim2 = 5511,5553 ;kick
anim3 = 4812,4850 ;hurt
anim4 = 515,605 ;reload
anim5 = 3870,3900 ;relaxedmove
anim6 = 3110,3420 ;conversation
anim7 = 3744,3828 ;inchair

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JackalHead
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Joined: 24th Feb 2015
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Posted: 30th Jun 2017 14:04
Ya I need the startled option back or what ever its called. Its a key animation call for my model. As my robot comes out of the ground and looks around when you get in so many feet of it. Now I cant have him do that which just ruins the model.
"So let it be written; so let it be done." Account got messed up with introduction to steam. I am Jackal
Joined 2nd Dec 2009.
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