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Author | Topic: AI question
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-18-2002 05:17 PM I want to built a room where some baddies are patrolling. Now, when they see Lara I want them to run to a lever and pull it. I don't know if it's possible (maybe too much AI), but if it is, how can I do it? ------------------ "If you could go your whole life without crying....would you?" Seta Soujiro IP: Logged
L.C Member Posts: 50 From:philippines Registered: Feb 2002 | posted 05-18-2002 05:39 PM i think that would be too complicated to do. IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-19-2002 03:03 AM Enemies can't pull switches because they don't have the animations. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-19-2002 06:32 AM What about the Aladin-guy that pulls a lever when you aproach the (gasoline)pool in the Citadel level (TRLR)? Or is this a cut-scene? And in the TRLE manual (the section by Philip Campbell) it says: "Using the AI triggers will allow you to have Lara secretly survey enemies patrolling or guarding something important, or running off to do some seemingly meaningful thing. This adds immensely to their “life quotient”, as you can trigger them to run to a door, grab a pickup or pull a switch. So it is possible to make baddies throw a switch, isn't it? [This message has been edited by collin (edited 05-19-2002).] IP: Logged
eTux Member Posts: 1070 From:Valmiera, Latvia Registered: Jan 2002 | posted 05-19-2002 06:42 AM I think the ninjas are tho only enemies that can push a switch. try this, put a baddy1 in your level and the meshwap(needed for animations a that ain't standart for the baddy in other levels) from the citadel wad, also put a switch in the level, and a heavyswitch trigger underneath it. Then make the baddy run to the square (AL_Ambush) and see what happens . IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-19-2002 07:38 AM Ups, I didn't know that a baddy pulls a switch in TR: TLR. I have the game but I haven't played it for a long time. But you see, only some enemies can pull switches . IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-19-2002 09:37 AM Can someone explain me what this meshwap-guy is, because whatever I make him do, he just stands there and Lara doesn't even detect him as a baddie! Do you have to use the OCB code or something? [This message has been edited by collin (edited 05-19-2002).] IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-19-2002 10:20 AM To get Baddy1 to work you need the Baddy1 object (in some WADs you also find Baddy1_MIP, then you should also add that object to your WAD) and Meshwap3. (Meshwap2 for Baddy2). The Baddy is the Baddy1 object, don't place the Meshwap object. Only trigger Baddy1. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-20-2002 07:07 AM quote: Originally posted by Malte: To get Baddy1 to work you need the Baddy1 object (in some WADs you also find Baddy1_MIP, then you should also add that object to your WAD) and Meshwap3. (Meshwap2 for Baddy2). The Baddy is the Baddy1 object, don't place the Meshwap object. Only trigger Baddy1. So in order to make baddy1 do animations, you only have to put the meshwap3 in your WAD? And when he gets triggered he'll behave like you want him to? IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-20-2002 09:56 AM No no, you need BADDY1 and MESHWAP3 to get the baddy itself to work. For the behavoir you need the AI_xxx objects. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-20-2002 04:13 PM Could you explain to me step by step what I have to do to get the meshwap to work, 'cause I'm really not understanding this! I've tried eTux' suggestion: quote: Originally posted by eTux: try this, put a baddy1 in your level and the meshwap(needed for animations a that ain't standart for the baddy in other levels) from the citadel wad, also put a switch in the level, and a heavyswitch trigger underneath it. Then make the baddy run to the square (AL_Ambush) and see what happens. But the damn meshwap won't move, it just stands there looking stupid (even if I try different AI_xxx). And then they say 'ignorance is bliss'. Boy is the man who invented this sentence ignorant. [This message has been edited by collin (edited 05-20-2002).] IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-21-2002 01:18 AM 1) Add BADDY1 and MESHWAP3 to your WAD (BADDY1 is the baddy itself, MESHWAP3 important for his right arm). 2) Place BADDY1 in your map. 3) Trigger him! No that's what eTux said (I don't know whether it works): 4) Place an AI_AMBUSH object under the baddy. 5) Place an AI_AMBUSH object on the same square as the switch. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-21-2002 07:50 AM Thank you both Malte and eTux for trying to explain it to me. But it just doesn't work; the baddy runs past the switch and doesn't even look at it. So if I correct, the meshwap is an animation so the baddy can do something, right? BTW I played the Citadel again and the baddy doesn't throw the switch, you only get the illusion that he does (sorry about that ). You see him running up to it but he stops right in front of it. I guess I'm going to do something like that too (although I have thought of some other options) and throw in a flipmap or two. So thanks again. YOU ARE IN MY COOLBOOK!! IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-21-2002 09:23 AM Let me answer your MESHWAP3 question: All the animations of the baddy (running, climbing, jumping, ...) are saved in the BADDY1 slot. The MESHWAP3 object only contains his left (or right, I think left) arm, and is important for his holster. If you don't add the MESHWAP3 object his left arm looks like a mesh of Lara. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-21-2002 03:08 PM Thanks for the info! Sounds a bit silly, doesn't it, putting the meshwap in so the baddy can do something with his left arm. But what do I know! I'm computer ignorant. IP: Logged
Dan the Jazzman Junior Member Posts: 8 From: Registered: Apr 2002 | posted 05-23-2002 11:34 AM Don't baddies go after small medipacks and uzi ammo? Would it be possible to make him stay somewhere or patrol until he sees lara, then run towards some uzi ammo on the map? Or would he forget the AI instruction and just go straight to the uzi ammo? You could put a switch on that square where he runs to, or in that path, so it might look like he's pulled it or something. They did this in TR3, and I think they did it in TR5... IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-23-2002 11:45 AM That's a nice idea, but how can you trigger the guard to run to the square once he spots Lara? Does the guard changes in any way when he stops patrolling? If so, you could use a flipmap or something when he sees Lara. Are you sure that it wasn't a cutscene or FMV? I have somewhat of a sollution, but I don't know if it's 'life-like'. I could make a fly-by where you see the guard patrolling. Then remove the guard from the room so he can't spot Lara anymore. Then, when Lara steps on a trigger, I could make another fly-by where the guard comes around the corner and sees Lara and runs to the switch. Does this sound good or just stupid? [This message has been edited by collin (edited 05-23-2002).] IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-23-2002 01:20 PM It sounds good but you can't make the first baddy disappear. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-23-2002 03:25 PM How does this sound (and remeber I don't have much experience with the TRLE so I have no idea if it works this way): when the fly-by starts, you see the guard patrolling. Then the camera turns to another guard, while the first baddy is still patrolling. Now, this first baddy steps on a heavy trigger that triggers a flipmap (haven't even used a flipmap so don't know if this works) and the first baddy is taken out of the room. Do the flipmaps work this way or should I check the manual first before I come up with some more brilliant ideas? IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-23-2002 10:55 PM Enemies wont disappear if you trigger the flipmap in the room where the baddy is. All moveables stay in the room when the flipmap is triggered. Only static meshes can be removed from the room that way. IP: Logged
litepulsar Member Posts: 129 From:UK Registered: Apr 2002 | posted 05-23-2002 11:30 PM I don't know if this will be of any help, and forgive my inexperience here, but I noticed in the Karnak level that comes with the Level Editor, baddy2 (black and red?) picks up a medipak, would looking at the wad and prj to see how this is done be of any help? It might be a good suggestion, or useless.... IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-24-2002 10:28 AM If I can't remove the baddy from the map, I will make him pay by locking him up! I use a heavy trigger (on a tile between two doors) for the flipmap. In this flipmap, I use toggle opacity on both sides of the door so the baddy can't get out. And you cannot watch this closed up door, because it's shielded with other triggers that trigger the release of the guard. WHEW! I think I got it now (but won't know until I try). If someone has a more elegant way of doing this, please let me know. IP: Logged
eTux Member Posts: 1070 From:Valmiera, Latvia Registered: Jan 2002 | posted 05-24-2002 11:22 AM Sorry I reply only now, and not exactly about that what you're talking about, but I see this thread only now. About baddy runing past the switch - open the ocb of the baddy and enter a number (start with 1), then open the ocb of the AL_ambush that's on the same square as the baddy and enter there the same number. Then open the ocb of the AL_ambush that you placed on the same square as switch and enter the same number there too. This must be done for all the AL's as long as I know. IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-24-2002 11:29 AM I don't know whether I understood you right. You create a room next to the room where the first baddy is. He runs into another room (AI_AMBUSH) and triggers a flipmap in that room, that locks him with opacity 1. (You'll have to activate Opacity 1 in the main room too). Yes that's possible, but you'll hear the baddy if his prison is too small. Better create two rooms, the first is a long corridor (18 Squares will be more than enough). The baddy runs through the corridor into a one-square-room, where he's locked with a flipmap and opacity 1. Then the one-square room must have a flipmap and the main room to hide the "door". ------------------ Download my projects: Levels: Search in Venice! Tools: BmpToRaw 1 IP: Logged
aktrekker Member Posts: 1101 From:WA, USA Registered: Apr 2001 | posted 05-24-2002 11:57 AM How about making a copy of the room to hold the first baddy? It doesn't have to be connected to any other rooms, so he will automatically be unable to get to Lara. IP: Logged
Dan the Jazzman Junior Member Posts: 8 From: Registered: Apr 2002 | posted 05-24-2002 12:17 PM Hmmmm, could you give a baddy more than one AI instruction? Like a guard and an ambush? IP: Logged
eTux Member Posts: 1070 From:Valmiera, Latvia Registered: Jan 2002 | posted 05-24-2002 12:34 PM Another way of acomplishing this is that the baddy runs on the trigger and the trigger not only locks him up in the room, but also on the very same square - make all the squares around the baddy 'box' squares (the dark grey color, baddies cannot step on it.), that should stop the baddy. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-25-2002 12:25 PM Thank you all for your suggestions, but I've tried everything and the thing won't work. So my next question is: can you close a door and trigger some baddies at the same time? To close a door you use the antitrigger, but this has the effect that the baddies don't appear. Or do you know if there's an OCB code or something that makes the door open the other way around? I want to close the room but my walls are situated wrong. [This message has been edited by collin (edited 05-26-2002).] IP: Logged
Malte Member Posts: 233 From:Germany Registered: Apr 2002 | posted 05-25-2002 01:03 PM If you enable the five buttons in the OCB of the door, the door will be closed when it's triggered with a normal trigger. IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-25-2002 04:15 PM When I use these five button on the OCB of the door, it opens without being triggered. When I trigger or antitrigger it, it will not move!! I've tried various doors, but I always come across this 'invisible wall' that blocks the back of the door, so you can't get past it. I tried a raising block, but that didn't work either (I couldn't get it triggered). Does anyone know a different way of closing a room? I'm getting REALY FRUSTRATED with this room. [This message has been edited by collin (edited 05-25-2002).] IP: Logged
collin Member Posts: 151 From:The Land Of Beer & Chocolate Registered: Jan 2002 | posted 05-26-2002 11:01 AM The room is finished! Thanks to you all for giving me the ideas to make it!! IP: Logged

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