This is unrelated to AI but do think you could do a video on how to script non collision objects to players for a game modes like prop hunt like the old c.o.d days (mw3). I wanna makes this mode but I cannot figure out how to place the objects on all players on one team at start and throughout the game, also would be cool to have custom equipment to change objects the player is hiding in. I have figured out how to do all this for one player but not a team, ps I can also rotate the object so you can match the position of other objects on game. This is something I haven't seen done yet and would be really cool to make this.
Hey man, I need some help with a firefight map that I’m doing that has a sort of campaign like progression that pushes forward. I don’t know how to get rid of some spawns based on which hill that they have captured in which one they’re going to capture next tomake it so that they spawn in an area near the hill because of the linear style of the map and players have complained needing to walk or drive far to get to the next objective and I’ve been trying very hard to fix this but I don’t know how
I haven’t been using volumes to disable respawn points. I’ve been deleting previous respawn points as the player progresses. My campaign is linear. So far I have around 6 checkpoints but I’m sure I’ll have to add many more. Do you think there will be issues in the long run with me doing it this way? (That is, deleting previous respawn points as you go)
I’m making an open world level and I have no idea what to do for spawns, was thinking spawn on random teammate location but what if someone wants to play solo. Might need to do spawn on captured objectives as in my level you are free to go any where you want
You know this was working really well, until the game crashed and despite saving, it kept the code but unbinded all the object references, when I relinked them nothing worked, and when I go to delete a large chunks of it to find that the code fails at the very beginning, I go to undo to return the code how it was but instead of returning the nodes where they were, the game just vomits the nodes all over the screen and now I have a quite literal case of broken spaghetti code.
Hey I'm having trouble triggering an AI spawn. I want 4 drop pods to spawn and a phantom, when my teammates and I enter a zone, like in a warthog, the game is counting each of us and spawning 1 for each of us. How do I trigger just the 1 for all of us? Thank you, you're the best!
If you’re specifically going to be in a warthog and you want it to trigger only when you guys drive in, there’s a couple options you can do. First one is setting it so that when you enter the area, it will only trigger when a warthog enters it. This way it doesn’t notice players, but the warthog itself, which there should only be one of, and if you have more than one, just have the area monitor set to delete at the end of the script that triggers it. Second option is to create a number variable from variables advanced. On the declare number variable, have the initial value set to 0. Then add a branch right after the beginning of your “on object entered area” and create a compare node, hook up “get number variable” to the operand A, and set operand B to 0. Take the “A=B” output and plug it into the condition. From the “true” output of the branch connect “set number variable” and have value set to 1. Then hook up the rest of your script as you had it. This will make it so that it will never equal 0 again after the first trigger, so it doesn’t matter how many players enter. As far as I know this should work fine.
@@spencerharris5780 Alternatively if you don't need to use the area monitor again, you can just set it so it's deleted after the first player enters it.
has anybody found out how many "trigger ai spawner"s you can have in a map, or is it just easier to make a wave of enemies for an upcoming section? id like to know before i make large map or whatever and find out 20 or so is it and done
There should be no maximum number of “trigger AI spawners” you can have. You could have up to 200 or more if you want. As long as you hook them up. Depending on the map it might be better for waves to be used.
@@DubboArchives tried all sorts of things but nothing works. The only type of ai that can drive a UNSC vehicle are the bots and you have you force them in. This is the only halo game I’ve ever seen that doesn’t let marines drive vehicles.
Dude I was just trying to tackle this… amazing timing
This is unrelated to AI but do think you could do a video on how to script non collision objects to players for a game modes like prop hunt like the old c.o.d days (mw3). I wanna makes this mode but I cannot figure out how to place the objects on all players on one team at start and throughout the game, also would be cool to have custom equipment to change objects the player is hiding in. I have figured out how to do all this for one player but not a team, ps I can also rotate the object so you can match the position of other objects on game. This is something I haven't seen done yet and would be really cool to make this.
Hey man, I need some help with a firefight map that I’m doing that has a sort of campaign like progression that pushes forward. I don’t know how to get rid of some spawns based on which hill that they have captured in which one they’re going to capture next tomake it so that they spawn in an area near the hill because of the linear style of the map and players have complained needing to walk or drive far to get to the next objective and I’ve been trying very hard to fix this but I don’t know how
I’m with the same problem
thank you! I needed this so bad
YESSS DISCORD!
This isn’t working for me anyone else have the same problem
Me too 4 firefight
I haven’t been using volumes to disable respawn points. I’ve been deleting previous respawn points as the player progresses. My campaign is linear. So far I have around 6 checkpoints but I’m sure I’ll have to add many more. Do you think there will be issues in the long run with me doing it this way? (That is, deleting previous respawn points as you go)
Nvm, encountered problems with doing it my way. I think you're way will be best.
Oh yeah this may be a little more simple than what I came up with.
I can’t get this to work in firefight king of the hill PLEASE HELP ME
plz 🥲
First comment hehe.
What about checkpoints entering vehicles?
I’m making an open world level and I have no idea what to do for spawns, was thinking spawn on random teammate location but what if someone wants to play solo. Might need to do spawn on captured objectives as in my level you are free to go any where you want
You know this was working really well, until the game crashed and despite saving, it kept the code but unbinded all the object references, when I relinked them nothing worked, and when I go to delete a large chunks of it to find that the code fails at the very beginning, I go to undo to return the code how it was but instead of returning the nodes where they were, the game just vomits the nodes all over the screen and now I have a quite literal case of broken spaghetti code.
I can’t get this to work with firefight koth?
AWESOME THANK YOU
WANNA PLAY MY CAMPAIGN?
Is it ready to run? I can give it a go if I have a waypoint link to bookmark
@@-Zechariot It Is now with the Checkpoint respawn thanks to you!
@@-Zechariot give me a minute AND I Will send you!:
There is@@-Zechariot
It still spawns the player in random places for me anyone else having this problem, is it because im using vehicles?
I had the same issue without vehicles and I think I fixed it by turning off the avoid line of sight and danger toggles for all the respawn points
I'm having the same issue but I tried turning on danger and LOS and I'm still getting the problem, any fixes?
Hey I'm having trouble triggering an AI spawn. I want 4 drop pods to spawn and a phantom, when my teammates and I enter a zone, like in a warthog, the game is counting each of us and spawning 1 for each of us. How do I trigger just the 1 for all of us? Thank you, you're the best!
If you’re specifically going to be in a warthog and you want it to trigger only when you guys drive in, there’s a couple options you can do.
First one is setting it so that when you enter the area, it will only trigger when a warthog enters it. This way it doesn’t notice players, but the warthog itself, which there should only be one of, and if you have more than one, just have the area monitor set to delete at the end of the script that triggers it.
Second option is to create a number variable from variables advanced. On the declare number variable, have the initial value set to 0. Then add a branch right after the beginning of your “on object entered area” and create a compare node, hook up “get number variable” to the operand A, and set operand B to 0. Take the “A=B” output and plug it into the condition. From the “true” output of the branch connect “set number variable” and have value set to 1. Then hook up the rest of your script as you had it. This will make it so that it will never equal 0 again after the first trigger, so it doesn’t matter how many players enter. As far as I know this should work fine.
@@-Zechariot you're the best
@@spencerharris5780 Alternatively if you don't need to use the area monitor again, you can just set it so it's deleted after the first player enters it.
@@davidscovell646 that's how I currently have it set up
@@spencerharris5780 and thats not working? Is deleting the area monitor the first thing the script does?
Can you do now AI
has anybody found out how many "trigger ai spawner"s you can have in a map, or is it just easier to make a wave of enemies for an upcoming section? id like to know before i make large map or whatever and find out 20 or so is it and done
There should be no maximum number of “trigger AI spawners” you can have. You could have up to 200 or more if you want. As long as you hook them up. Depending on the map it might be better for waves to be used.
@@-ZechariotDo you know if theres a way to force banished ai/covenant to drive UNSC vehicles using scripts?
@@DubboArchives tried all sorts of things but nothing works. The only type of ai that can drive a UNSC vehicle are the bots and you have you force them in. This is the only halo game I’ve ever seen that doesn’t let marines drive vehicles.
@@-Zechariot Thats alright man, thank you for trying tho.
@@DubboArchives no problem. The marines are even worse as the only vehicle they can drive is the shade turret
discord dont work for me :(
Same
It should now, try again. I had an issue with this yesterday and updated all links