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Vehicles acting as AI?
Posted: Sat Sep 01, 2012 11:47 pm
by Glitch25
During the Clone Wars many of the vehicles acted on their own and did not require a pilot. Many of them used by the Confederacy. I've added the following lines to the "cis_tread_snailtank" under MapScale and WEAPONSECTION = 1
Look at this video. Near the end the two Droid Enforcers on the left move on their own. The one on the far right does not have any time to move before the game ultimately crashes.
https://www.dropbox.com/s/k7wcy9a1kzjbn ... -00-37.avi
With no evidence of what went wrong in the error log I don't know how to fix this. Can anyone help? Thanks.

Re: Vehicles acting as AI?
Posted: Sun Sep 02, 2012 12:03 am
by Dreadnot9
If you want the whole vehicle to pilot itself I don't think you put the "PilotType = self" line under any weaponsection, just under properties near the top of the odf.
Re: Vehicles acting as AI?
Posted: Sun Sep 02, 2012 1:08 am
by THEWULFMAN
Just a note, it's my understanding that having Hover self piloted vehicles immediately crash the game. At least that's what has happened to me, and several other people. Maybe we're all just doing it wrong.
Self piloted flyers work just fine though.
Re: Vehicles acting as AI?
Posted: Sun Sep 02, 2012 1:14 am
by Dreadnot9
Another note: I've had walkers work as well.
Re: Vehicles acting as AI?
Posted: Sun Sep 02, 2012 8:51 am
by Glitch25
Maybe it just wont work on the Hailfire and Tread Droid. I'll give the Spider Droid and the Space Vehicles a try.
Edit: Space vehicles worked fine. None of the land vehicles operated on their own without making the game crash.

Re: Vehicles acting as AI?
Posted: Sun Sep 02, 2012 3:04 pm
by Dakota
any hover vehicle, including tread ones like hailfires and snail tanks end up crashing.
so far any other vehicle or turret works autopiloted. I've done it with walkers, fliers, and turrets.