I’ve noticed the brutes and elites will hop in banshees and fly around for a few seconds, then they just fly off into the horizon! Kind of hilarious, considering trying to get them to target random players, but I have not tried it yet. it just looks like they’re trying to escape the battle atm - Moss Grunt
You have to adjust your move zones to accommodate banshees. Make them large and the tops go very high into the air and the ai will work correctly with banshees.
Did you know you can put AI in vehicles using the “attempt to get in vehicle command”? Worked like a charm with the ghost, banchee, wraith, and both choppers (boss chopper too). My game crashed when I was trying the shade but I might just be bad at scripting. Like I have never seen my game react so violently to me trying to put a brute in a shade. It literally overwrote my save or something. You should make a video about this. I don’t think too many people know about it.
Is it possible to make a vehicle be scripted to spawn when a specific AI squad spawns? It would make it way easier to make sure AI get a vehicle without a Phantom. I'd also like to give you a huge thank you for making these guides, this is exactly what people new to Infinite's forge like me can make what we really want! Much love ❤
@@-Zechariot I assume they did for reasons related to the campaign, like weird path finding around parts that are not finished they way they want or just didn't even finished it itself. Even what ai CAN drive vehicles is limited as it is and how far they can go.
Hey man, you may have covered it and i apologize if i missed it, but do you know how/if you can count AI kills on your kills bracket in the scoreboard? I know how to set team and personal points but never could figure out counting them towards the kills bracket. Thanks 🤙
Is there any chance you could do a guide on both how to set certain squads to have Valhalla and possibly how to have certain ai units wield custom weapons? Like the skewer mixed with ar or something, I'm trying to make a campaign series and i dont know a lot about scripting at all
From what I’ve seen, the node that gives them Valhalla is an end node without any inputs other than setting it to true with no way to apply it to certain troops and not others. There’s a way to mimic doing it that way though by adjusting their health to be set to 1000 every second and not the others. As for the custom weapons, you can. But keep in mind if the ai can’t wield the base weapon then it won’t work. Like for example elites cannot hold gravity hammers so any gravity hammer custom weapon won’t go into their inventory. I’m doing a video about that.
@@-Zechariothey so really quick, about the setting health to 1000 every second, how exactly do you go about doing that? You mentioned in the video about setting ai hp that you can't set it higher than the units max hp
@@entomologistmaximus5097 that’s true. If you set it to 1000 every second, it’s just ab guaranteed way to have their health set to maximum every second. It’s the way to essentially set Valhalla on only a select group of troops. I’m making a video on it but I can explain it here too. Just grab the on squad spawned with squad label and set it to whatever squad label is on the troops you want to have it. Then get the declare squad variable. The identifier set to the squad you just picked. Scope local. Then create a set squad variable, and the identifier is the same as the declare variable identifier. Scope local. Then connect the diamond from on squad spawned node to the diamond of set squad variable. Connect squad output to the value input of set squad variable and that’s it for that one. Then create a “every n seconds” node from the events custom tab. Create a “for each object” node and connect it to the every n seconds. For the objects, create a “get ai units from squad” from the AI tab. Then create a get squad variable node. Identifier set to what you gave the set squad variable node. Scope local. Then connect the value output to the squad input of get ai units from squad, then plug ai units into objects of for each object. Lastly grab a “set object health” node from objects tab and connect “execute per object” to the start of that node. Plug in current object to the object input of the set object health. Change the current health value to 1000. That’ll do it. If it sounds a bit confusing, I do have the video coming, sometime later today.
@@-Zechariot alright, I'll try it out, if I can't get it I'll wait for the video, man honest to God thank you so much, I love how you make videos on what people need assistance with, your by far the best tutorial channel I've ever seen
Honestly. My guess is they never intended to put AI in forge, and so they designed the AI around how they are in campaign only, and they never had AI drive in this campaign and it is so weird.
I’ve noticed the brutes and elites will hop in banshees and fly around for a few seconds, then they just fly off into the horizon! Kind of hilarious, considering trying to get them to target random players, but I have not tried it yet. it just looks like they’re trying to escape the battle atm - Moss Grunt
Yep
I've had to put vehicle blockers with openings around maps recently and had luck. Mind you, they get stuck on rocks and buildings often
The Ai isn’t working yet with that I set them to target players and all he did was crash into the ground
You have to adjust your move zones to accommodate banshees. Make them large and the tops go very high into the air and the ai will work correctly with banshees.
@Sangheili_Rawr gonna test this right away. You mean THIS was the fix the whole time? Then does this mean move zones generate nav mesh for the air?
Thanks for listening man. Love the tutorials.
THANK YOU OMG THIS IS WHAT I NEEDED
Please keep up all these tutorials
I put down a banshee and the elite flew the hell away from the map LOL, he was like fuck this I'm out! xD
Thanks for the tutorial, it does work!
Did you know you can put AI in vehicles using the “attempt to get in vehicle command”? Worked like a charm with the ghost, banchee, wraith, and both choppers (boss chopper too). My game crashed when I was trying the shade but I might just be bad at scripting. Like I have never seen my game react so violently to me trying to put a brute in a shade. It literally overwrote my save or something. You should make a video about this. I don’t think too many people know about it.
good video 👍but that fucking WORT WORT WORT @ 2:19 scared the absolute shit outta me so GREAT video actually
Is it possible to make a vehicle be scripted to spawn when a specific AI squad spawns? It would make it way easier to make sure AI get a vehicle without a Phantom.
I'd also like to give you a huge thank you for making these guides, this is exactly what people new to Infinite's forge like me can make what we really want! Much love ❤
That's very simple to do. Probably could knock out a video about that out in 10 minutes 😅
I need this too. It would be chef's kiss for my map.
@@mikemyers688 Well, you're in luck because it is currently uploading as we type!
How do i stop banshees from flying into the horizon?
Wiat can you do the same thing with a marine or not ?
Sucks marines can't drive warthogs and stuff.
For sure. Not sure why they excluded it
@@-Zechariot I assume they did for reasons related to the campaign, like weird path finding around parts that are not finished they way they want or just didn't even finished it itself. Even what ai CAN drive vehicles is limited as it is and how far they can go.
@@The123tactics Makes sense. We've seen Marines drive vehicles before, and let's be real, they're pretty bad at it 😅
Hey man, you may have covered it and i apologize if i missed it, but do you know how/if you can count AI kills on your kills bracket in the scoreboard?
I know how to set team and personal points but never could figure out counting them towards the kills bracket.
Thanks 🤙
Absolutely. Here's the tutorial you are looking for!
ruclips.net/video/gdrheCoKWUI/видео.html
Is there a way to get bots to drive the scorpion tank at all?
Like spartan bots? Yes.
Is there any chance you could do a guide on both how to set certain squads to have Valhalla and possibly how to have certain ai units wield custom weapons? Like the skewer mixed with ar or something, I'm trying to make a campaign series and i dont know a lot about scripting at all
From what I’ve seen, the node that gives them Valhalla is an end node without any inputs other than setting it to true with no way to apply it to certain troops and not others. There’s a way to mimic doing it that way though by adjusting their health to be set to 1000 every second and not the others.
As for the custom weapons, you can. But keep in mind if the ai can’t wield the base weapon then it won’t work. Like for example elites cannot hold gravity hammers so any gravity hammer custom weapon won’t go into their inventory. I’m doing a video about that.
@@-Zechariot okay cool! Thanks man it means a lot that you let me know
@@-Zechariothey so really quick, about the setting health to 1000 every second, how exactly do you go about doing that? You mentioned in the video about setting ai hp that you can't set it higher than the units max hp
@@entomologistmaximus5097 that’s true. If you set it to 1000 every second, it’s just ab guaranteed way to have their health set to maximum every second. It’s the way to essentially set Valhalla on only a select group of troops.
I’m making a video on it but I can explain it here too.
Just grab the on squad spawned with squad label and set it to whatever squad label is on the troops you want to have it. Then get the declare squad variable. The identifier set to the squad you just picked. Scope local. Then create a set squad variable, and the identifier is the same as the declare variable identifier. Scope local. Then connect the diamond from on squad spawned node to the diamond of set squad variable. Connect squad output to the value input of set squad variable and that’s it for that one.
Then create a “every n seconds” node from the events custom tab. Create a “for each object” node and connect it to the every n seconds.
For the objects, create a “get ai units from squad” from the AI tab. Then create a get squad variable node. Identifier set to what you gave the set squad variable node. Scope local. Then connect the value output to the squad input of get ai units from squad, then plug ai units into objects of for each object. Lastly grab a “set object health” node from objects tab and connect “execute per object” to the start of that node. Plug in current object to the object input of the set object health. Change the current health value to 1000.
That’ll do it. If it sounds a bit confusing, I do have the video coming, sometime later today.
@@-Zechariot alright, I'll try it out, if I can't get it I'll wait for the video, man honest to God thank you so much, I love how you make videos on what people need assistance with, your by far the best tutorial channel I've ever seen
I find it strange that they never made marines able to drive any vehicle at all. I mean, halo 2 back in 2004 had flood drive vehicles.
Honestly. My guess is they never intended to put AI in forge, and so they designed the AI around how they are in campaign only, and they never had AI drive in this campaign and it is so weird.
Agreed they should be able to drive everything.