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General_101

H2V AI Spawn Tutorial

Oct 16th, 2018
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  1. Making your very own AI spawns in H2V is considered the coming of the dark ages. Few mortals will gaze upon its form without being changed into unspeakable beasts. Shrieks of terror and despair fill the houses of men who venture down
  2. this unholy path. So to prove my fucking point I'm going to show your dumbass how to place some goddamn AI spawn points in Guerilla since that's the best we got.
  3.  
  4. Lets start by opening your scenario file in H2Guerilla. Make sure to only open the scenario tag in this intance of Guerila due to memory limitations. Lets first go to the weapon palette tag block
  5. https://i.imgur.com/WmPLaFH.png
  6. You will want to add whatever weapons you want to be able to assign to your AI here.
  7.  
  8. Next lets get some new style into your maps and head on over to the style palette tag block
  9. https://i.imgur.com/J3h8Xwr.png
  10. There is a couple of main styles that should go here. There are the following
  11. ai\all.style
  12. ai\assaulting.style
  13. ai\bunkering.style
  14. ai\guarding.style
  15. ai\harrassing.style
  16. ai\hunting.style
  17. ai\null.style
  18. ai\relaxing.style
  19. ai\retreating.style
  20. Any style can go into this tag block though to be assigned to your squad depending on the need.
  21.  
  22. Now you will want some character tags to actually be able to spawn your AI so go down to the character palette and add a few
  23. https://i.imgur.com/FeKHo8h.png
  24. Add as many as you want!
  25.  
  26. Now your AI won't do much if you aren't telling them what to do so go down to orders and boss those fools around.
  27. https://i.imgur.com/hFZpQPa.png
  28. This is where the styles you added come into play. The order they are given will also apply the style the order has attached. The AI can act in different ways from this such as side stepping constantly with harrasing or charging the
  29. player with hunting. Primary area set is also something you can do to make the AI do something in a specific area. Areas are defined by the surface area a group of firing points cover. You can have different settings for these areas
  30. default - unknwon
  31. search - unknown
  32. goal - AI will walk towards the area until they have entered it.
  33.  
  34. Lets add a zone, some firing points, and an area.
  35. https://i.imgur.com/bSxSmA2.png
  36. Go down to the zone tag block and add one. Name it whatever you want and check the manual BSP flag and select your BSP in the drop down. Now add some firing points to random areas. Use a box or something in Sapien and copy the
  37. position of that over to Guerilla. Set reference frame to -1 because as far as I can tell this is only if you are referncing something other than the BSP. Check the same flags I have in the image unless you know what you're doing.
  38. These are pretty much the most common flags I've seen used in firing points so lets go with these. Pick an area index from the drop down to assign the firing point to an area. We will get back to this though since you probably haven't
  39. created an area yet. Now add an area. Name it whatever you want and don't select any flags unless you know what you are doing. Set manual frame reference to -1. Once you created the area make sure you assign it in those firing points.
  40.  
  41. Now lets get down to what you came here for. Head on up towards the squad groups tag block and add one
  42. https://i.imgur.com/mmVHBjo.png
  43. Choose whatever name you want and set parent to none unless you actually need it. Set the initial order to the one you just made.
  44.  
  45. Now go down to squads and add a block.
  46. https://i.imgur.com/Zf6Mbsj.png
  47. Type whatever name you want and don't select any flags unless you know what you're doing. You can set their team to default which will use the default team the AI has assigned in their biped or override that by selecting what team
  48. you want this squad to be on. Set the parent to the squad groups you just made. No idea what squad delay time is so don't ask. Leave it at zero. Normal and insane diff count is the amount of AI this squad will spawn. Set this to the
  49. number of starting locations you have. Major upgrade is how often the AI will be upgraded to their major rank on spawn. Set this to whatever you want. Actor defaults is basically the default properties of an AI you spawn. Say
  50. you make a starting location but have nothing in it. It will then look to sqauds for the default properties it should have. This is where a lot of the other things you did before this comes into play. Set some default values if you
  51. want.
  52.  
  53. Now lets add some spawns for our AI. Add a block in starting locations.
  54. https://i.imgur.com/v8kAZb7.png
  55. Name the starting location whatever you want. Get the position by placing a scenery object in Sapien and copying it over. Reference frame should be set to -1 Get the rotation from the same scenery object. I made an elite into a scenery
  56. object to see what direction it would be facing with what rotation for my maps.
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