SPMonster didn`t react at the AI Tag

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Creavion

New Member
Aug 27, 2005
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Germany, Niedersachsen
I did let spawn a monster and then it should react at the Scripted Sequenze.
Look here ...
It spawns only, thats all.
The music don`t change and he doesn`t do that, that he should do. Whats up?
[SCREENSHOT]http://img177.imageshack.us/img177/2663/prob15db.jpg[/SCREENSHOT]
[SCREENSHOT]http://img177.imageshack.us/img177/8153/prob20uo.jpg[/SCREENSHOT]
Please fix it!!!!!!
And please, build a option in there, that the mapper allows, to set "one life" (if the player dies, the match is really end!!!!!!!!!!!)
 

Creavion

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Aug 27, 2005
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Germany, Niedersachsen
Kaithofis said:
I'd suggest looking in SP-Parser1 (the first of the 2 tutorial maps) and have a peek at how it's done there.

If you still can't figure it out after that I'll look into it for you.

In this level are no AI Scripts/Scripted Sequenzes ... O____o
 

Creavion

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Aug 27, 2005
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Germany, Niedersachsen
Ok, seems, that nobody understand me:
Ok, a SPSkaarj (Lord) is behind a box and is waiting for the player.
If i trigger a trigger, the first part of the AI Script is done (Waitforevent)
Then he does an animation (RunL), else he would only walk. As far as good.
After that, he runs to to the destination points (two pathnodes here). That works great, too. But then.. he does nothing, i can shot on him, i can jump on him, he ignores me or so. WTF can i do then?
(the idee with the enemy behind a box i stole from Unreal 2 - Mission Sulferon Assault)
 

Creavion

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Aug 27, 2005
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Germany, Niedersachsen
Parser said:
Ok, try this:

Add a new action after the others for SetAlertness and set the Alertness type to ALERTNESS_LeaveScriptForCombat

Hope that helps!

I had this idea, too, don`t work, too :mad:
Hmm, i want to ask you with icq, i hate this long wait times^^
 
Last edited:

Parser

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England baby!
fraghouse.beyondunreal.com
Don't forget that some of us hit the new school term and, rightly so, had to prioritise schoolwork and getting settled in over doing mod work as a hobby.

Have you tried using ACTION_DisableThisScript after the other actions yet?

Other than that, I'm afraid I don't know what else to suggest. UT2004's ScriptedSequence actor was only initially designed for cutscenes and matinees, as far as I'm aware, not in-game sequences.
 

Editor_n00b

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Aug 27, 2005
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Here's an idea...not a good one, but it's better than nothing.

I don't know how'd you get the Skaarj to use its AI, but just in the AI Script throw in action_TURNTOWARDPLAYER, then throw in action_FIREWEAPON, and set Press Fire to TRUE. He'll now (probably) start shooting at the player till the cows come home.

It's not the greatest idea in the world, but I figure If you can't get it to work, try to improvise.