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Author Topic: storming buildings  (Read 923 times)

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SoldierX

  • Guest
storming buildings
« on: 24 Oct 2003, 05:21:48 »
is there any way to get the AI to walk around and go inside buildings??? or even follow you when you go inside one??

m21man

  • Guest
Re:storming buildings
« Reply #1 on: 24 Oct 2003, 05:32:01 »
You could use complicated scripts to make AI behave semi-intelligently in buildings, but that's about it.

Actually, buildings are easy to clear in OFP. For instance, if you throw a hand grenade into the doorway of a medium-sized apartment, you'll kill everyone inside ;D .

_hammy_

  • Guest
Re:storming buildings
« Reply #2 on: 24 Oct 2003, 06:48:11 »
The AI paths inside a building are made when the maker makes the 3d model of the building, so i do believe there isn't a way to make the AI smarter in buildings

but hey, what do i know ::)

FWB

  • Guest
Re:storming buildings
« Reply #3 on: 24 Oct 2003, 13:03:33 »
I don't know about following someone inside, but to make them walk in alone place a move waypoint on any light grey building (they're the only ones you can physically go inside anyway) and you should see another field in the waypoint options where you can set the units position in the building. Now getting them to walk from position to position is something I haven't tried, not sure if it'd work either. Could try shift click to add a new waypoint on top of the current one. Others I'm sure a script could do the job.

Komuna

  • Guest
Re:storming buildings
« Reply #4 on: 24 Oct 2003, 16:00:46 »
Ok. Here's the answer:

Building models in ofp shall have a LOD defining the available house positions for the AI. If such hasn't been defined (like the Resistance Hold Factory), then forget it: You won't get the AI acting normaly inside it...

Now, for the defined ones you can place a waypoint over, and then configure that waypoint in the "House position" field. If you don't want Waypoints, then use the following command sequence, for example:

Code: [Select]
_house = object 12223
_pos = _house BuildingPos 2
_AIUnit move _pos

The variable "_house" is just a reference from mine. You can get a map house var with the "object ID" or you can place your own house in the map and name it...

The command "_house BuildingPos _num" returns the house's _num position. notice that the City Hall has 27 positions!

The command "Move" is well known. The returned house position will - in association with the Move or DoMove - make the AI go to the pretended point.

CU.

#Edit

If you want your units to follow you inside the house, that will be more complicated... ::)

You'll have to make a script which scans the player's position, checks which house position is nearer and then force the AI (doMove) to go there. Of course, the player will notice that his units are being ordered (silently) to go there ("Move") and he might (and surely will) abort the operation... Therefore, don't think about it. Or you can join me to make a group management script (leave the old 12 units limit within groups)... ;D
« Last Edit: 24 Oct 2003, 16:08:11 by Komuna »

OFP-SpecOps

  • Guest
Re:storming buildings
« Reply #5 on: 26 Oct 2003, 02:33:42 »
and you should see another field in the waypoint options where you can set the units position in the building.


FWB; can you give a little more detail please?

Kaliyuga

  • Guest
Re:storming buildings
« Reply #6 on: 26 Oct 2003, 02:09:22 »
place your waypoint directly over the name of the building that you're trying to have the person enter..   You'll know you've done it right if you can't seperate the waypoint from the building after....

and you'll see this in your waypoint options:




« Last Edit: 26 Oct 2003, 02:15:17 by Kaliyuga »

OFP-SpecOps

  • Guest
Re:storming buildings
« Reply #7 on: 27 Oct 2003, 03:12:06 »
Thanks  Kaliyuga, I learned something new. That can be simpler than using setpos all the time.

Komuna

  • Guest
Re:storming buildings
« Reply #8 on: 27 Oct 2003, 14:50:45 »
Simpler... yet more complicated when you have several waypoints over the same house... ::)

GrimMonkey

  • Guest
Re:storming buildings
« Reply #9 on: 27 Oct 2003, 16:29:37 »
Have you heard of the Shift- trick? Just hold down Shift over a unit with waypoints and it will present the unit itself.

I tried it, worked out great!

Thanks for the info Kaliyuga!


Beware the GrimMonkey

Komuna

  • Guest
Re:storming buildings
« Reply #10 on: 28 Oct 2003, 15:06:16 »
Have you heard of the Shift- trick? Just hold down Shift over a unit with waypoints and it will present the unit itself.

Yeah, I know.

What if you need to edit the waypoints' content and modify it's order when you have ten waypoints over a single building?

See? :P ;)

#Edit

Very funny, Kaliyuga... ;) ;D

\/
« Last Edit: 29 Oct 2003, 10:18:28 by Komuna »

Kaliyuga

  • Guest
Re:storming buildings
« Reply #11 on: 28 Oct 2003, 17:51:11 »
Quote
What if you need to edit the waypoints' content and modify it's order when you have ten waypoints over a single building?


 Just make sure you do it right the first time... ;)