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hey everyone,i just wanted to share something interesting.
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Kode-Z
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 PostPosted: Sat Aug 30, 2008 4:12 pm    Post subject: Reply with quote Back to top

I've just tried it. The level loads (Runway), but crashes once the ally starts moving.
 
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Dragonsbrethren
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 PostPosted: Sat Aug 30, 2008 6:03 pm    Post subject: Reply with quote Back to top

Working fine for me:



Bond: Uh, Alec, it helps if you open the door first...
 
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SubDrag
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 PostPosted: Sat Aug 30, 2008 7:06 pm    Post subject: Reply with quote Back to top

Kode-Z wrote:
I've just tried it. The level loads (Runway), but crashes once the ally starts moving.


That Trev picture looks awesome btw - how do allies do in facility? We should make a pack of adding an ally to all levels - that'd be sweeet.

I feel like Runway didn't work for me either. Does it work for you Dragonsbrethren?
 
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Dragonsbrethren
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 PostPosted: Sat Aug 30, 2008 8:25 pm    Post subject: Reply with quote Back to top

Yeah, both Runway and Facility worked fine. I did Runway on a barebones setup but Facility was the full thing, I just had to remove the comments from the blocks to fit it in the original space for quick convert.

They seem to have a problem with doors, as you can see in that screenshot Trevelyan is trying to shoot through the door. I'm guessing objects don't obstruct their "vision" at all and once they target a guard they don't let up until they're dead, so he just stood there shooting the door until I opened it for him. Actually, I hadn't thought about it until just now but that's a locked door, I should do another test real quick and see if he acts that way with a normal door.

Edit: Nah, he's just as bad with an unlocked door. I even had him shooting the floor in one area because a guard was below him. These blocks were really only designed for Jungle, so they don't work so well in areas that aren't open. I don't really think there's anything that could be done to improve them either, other than maybe decreasing the radius for detecting an enemy, so it's less likely to find one that's behind a door/wall/floor.

He has no qualms about shooting scientists either, just like the movie. Razz


Last edited by Dragonsbrethren on Sat Aug 30, 2008 8:37 pm; edited 1 time in total
 
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The Extremist
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 PostPosted: Sat Aug 30, 2008 8:35 pm    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:
Edit: Nah, he's just as bad with an unlocked door. I even had him shooting the floor in one area because a guard was below him.


Reminds me of the sims in PD. They constantly point towards their target, even if they're behind a wall or on another floor.
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Dragonsbrethren
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 PostPosted: Sat Aug 30, 2008 8:46 pm    Post subject: Reply with quote Back to top



Got this a second too late, it was perfect, the scientist ran out in front of him, surrendered, and he blasted the poor guy in the chest anyway. I forget if there's an action to check a guard's bitflags or not, might be possible to stop this from happening at least.

Edit:



Good Trevelyan shoots evil Trevelyan?
 
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Kode-Z
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 PostPosted: Sun Aug 31, 2008 12:42 am    Post subject: Reply with quote Back to top

I tried it on Dam, and it didn't work there either.

What's the process of doing it - maybe I left something out?
 
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SubDrag
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 PostPosted: Sun Aug 31, 2008 5:39 am    Post subject: Reply with quote Back to top

It seems like if you don't bare-bones it, it inexplicably can crash the level? Does Runway work not bare-boned for you Dragonsbrethren? Inject file in 21990 to fit if it's too big.
 
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Dragonsbrethren
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 PostPosted: Sun Aug 31, 2008 7:57 am    Post subject: Reply with quote Back to top

It worked fine for me injected into the existing Dam and Runway setups, played through the entire mission to be sure. The guard got stuck in Dam around the guardhouse, he just wouldn't move past that point no matter what, I don't know if it had something to do with the guards in the computer room or what but he just kept doing his scan block up there for the rest of the mission, even after I killed the guards.

 
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GERage
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 PostPosted: Sun Aug 31, 2008 8:32 am    Post subject: Reply with quote Back to top

Dragonsbrethren wrote:

Got this a second too late, it was perfect, the scientist ran out in front of him, surrendered, and he blasted the poor guy in the chest anyway. I forget if there's an action to check a guard's bitflags or not, might be possible to stop this from happening at least.


Yes, you can prevent this using action A2 (Test Guard ID Bits).
 
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TAKA Michinoku9.1
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 PostPosted: Sun Aug 31, 2008 8:37 am    Post subject: Reply with quote Back to top

how could i use them action blocks how do you put them in the level
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 PostPosted: Sun Aug 31, 2008 9:14 am    Post subject: Reply with quote Back to top

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TAKA Michinoku9.1
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 PostPosted: Sun Aug 31, 2008 9:19 am    Post subject: Reply with quote Back to top

i know where it is but dont know how to include it in a setup file
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"We have always found the Irish a bit odd, They refuse to be English" Winston Churchill

"For over 30 Years the IRA showed that the British Government could not rule Ireland on its on terms. You asserted the right of the people of this island to freedom and independance, many of your comrades have paid the ultimate sacrafice in order to bring the freedom struggle forward towards its obtainment."
Gerry Adams

http://www.youtube.com/watch?v=8V3AEgStKvE
 
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SubDrag
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 PostPosted: Sun Aug 31, 2008 3:14 pm    Post subject: Reply with quote Back to top

This is how you add an ally (although I'm not sure why what works for Dragonsbrethren on Runway is failing for me). Did you do delete all unused presets?

SubDrag wrote:
OK here's the private beta:
http://www.battlefieldforever.com/hackers/priv/subdrag/runwaysetupeditor.exe
Add the exe to main editor folder, and also add the folder to main Ge program folder:
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/0407.act
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/0408.act
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/0409.act
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/040A.act
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/040B.act
http://www.battlefieldforever.com/hackers/priv/subdrag/ActionBlockSamples/Ally/040C.act

Folders must be preserved.

Now in editor, open up action blocks window, and click on bottom left Add Ally. Now just assign and should be all set!
 
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Kode-Z
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 PostPosted: Sun Aug 31, 2008 3:23 pm    Post subject: Reply with quote Back to top

For some reason it doesn't work in ANY level for me. All the files are in the folders that they are meant to be in. I have deleted unused presets, too.
 
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