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Auto piloted vehicles (not turrets) not solved yet
Posted: Mon Jun 06, 2011 8:19 pm
by somen00b
So I know how to make auto turrets, and can get the AI infintry (untested with anything else) to use custom remote droids and can get AI infintry to fire remote rockets (Unsure if they can steer them though).
I wonder if it is possible to make self piloted vehicles without LUA use. I tried many varations of the idea of turrets shooting remote rocket based fighters, but I could never get the fighter to spawn unless I manned the turret. I have not tried remote droid turrets yet.
I tried to spawn a vehicle spawn point with a weapon, but that just crashed the game.
Any Thoughts?
edit: for mappers just add the line 'Pilottype = "self" on flyers and add them to a vehicle spawn point. Side modders I don't know yet
update: I tried to get a dispenser to create a vehicle spawn point: After changing the instance property "controlzone" to match a CP in my map , when I fired the dispenser it crashed and I got this error:
Any one know how to fix it?
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Mon Jun 06, 2011 8:34 pm
by THEWULFMAN
A simple ODF line does exactly what you want
Put that right under Properties.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Mon Jun 06, 2011 8:51 pm
by somen00b
I apriciate the prompt reply, but your method has its limits.
Fighters remain dormant and hovers crash the game when spawned pilottype=self is all you do.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Mon Jun 06, 2011 8:55 pm
by acryptozoo
did you setup flyer splines for them to follow that might make them move
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Mon Jun 06, 2011 8:58 pm
by THEWULFMAN
somen00b wrote:I apriciate the prompt reply, but your method has its limits.
Fighters remain dormant and hovers crash the game when spawned pilottype=self is all you do.
I have had the issue of the crashing hovers, but the fighters have always worked for me. I had made an autopiloted Hyena bomber for my Ryloth map, but removed it when I found the map too small for any flyers.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Mon Jun 06, 2011 9:05 pm
by somen00b
I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 12:24 am
by THEWULFMAN
somen00b wrote:I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Not really, it doesn't matter how it gets on the map if the ODFs are set up right. Why dont you post your ODFs, see if we can find something wrong.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 8:19 am
by Sky_216
THEWULFMAN wrote:somen00b wrote:I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Not really, it doesn't matter how it gets on the map if the ODFs are set up right. Why dont you post your ODFs, see if we can find something wrong.
Yes it is, dispensing autopiloted hover vehicles (dunno about others) crashes the game.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 8:27 am
by THEWULFMAN
Sky_216 wrote:THEWULFMAN wrote:somen00b wrote:I'm dipesning mine with a weapon (its a side mod), could that be the issue?
Not really, it doesn't matter how it gets on the map if the ODFs are set up right. Why dont you post your ODFs, see if we can find something wrong.
Yes it is, dispensing autopiloted hover vehicles (dunno about others) crashes the game.
Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 9:28 am
by Eggman
THEWULFMAN wrote:
Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Can you back that up? It's been a while, but I'm 99% sure I've had a fully functional auto-piloted AAT in-game before.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 9:42 am
by Dakota
maybe an error log could help in someway. i thought of this idea before but it never worked for me, but my idea was a bit insane...
maybe you could try to test the weapon in space to see if in splines will help it in some way, since space is set up for fighters anyway. if u don't know how already, you just put the side files for the mod into the side folder for the main game and just remmove the unmodded side files and put them some where safe so u can restore the sides back to normal later.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 10:32 am
by somen00b
Update: I cannot for the life of me get auto turrets to fire guided rockets (which are coded as flyers)
edit: sorry about the triple post, i didn't think it would fit in 1 post
How do you do spoiler tags again?
edit: names/descriptions underlined in spoiler
the "rocket"
the turret that lanches the rocket
the weapon that the turret has
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 10:41 am
by Dakota
the "spoiler button" is the button above where you type that says "Hide"
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 10:50 am
by THEWULFMAN
Eggman wrote:THEWULFMAN wrote:
Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Can you back that up? It's been a while, but I'm 99% sure I've had a fully functional auto-piloted AAT in-game before.
Well, I had this issue of the AI not getting into my AATs on Ryloth, so I added the pilottype self line and added the autopiloted AAT to my map. The map started instantly to get instant CTDs upon the map loading, and it didnt work till I removed the autopiloted AAT. It was an unedited AAT, except for the pilottype self line.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 1:02 pm
by DarthD.U.C.K.
somen00b wrote:Update: I cannot for the life of me get auto turrets to fire guided rockets (which are coded as flyers)
according to
this discussion, it seems like AI units are unable to use guided missiles unless it is the weapon of a vehicle. i suppose the dont work because a recondroid is more a unit than a vehicle.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 1:45 pm
by sim-al2
Eggman wrote:THEWULFMAN wrote:
Dispensed or spawned normally, autopiloted hover vehicles always crash the game, regardless of whether they are dispensed or not.
Can you back that up? It's been a while, but I'm 99% sure I've had a fully functional auto-piloted AAT in-game before.
It's been a while but I'm almost certain that I've made an auto-piloted MTT and it worked just fine.
Re: Auto piloted vehicles (not turrets) preferably without l
Posted: Tue Jun 07, 2011 9:53 pm
by somen00b
Update: having a self-piloted (pilottype=self) flyer spawn at a vehicle spawn point will allow it to fly around as normal, fully automated.
Now if only one could do that with a side mod