AI Recon Droids
Moderator: Moderators
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
AI Recon Droids
For the last hour I've been attempting to make a recon droid that is completely AI controlled; you deploy it and it flies around shooting hostiles without you having to control it, like an autoturret. I've managed to fix a bug with the game still treating it as a remote and thus crashing but now it just hangs in the air waiting to be shot.
If it makes any difference (which I doubt) a hero unit (AQT's Durge) is deploying them.
Also, how do you make the droids follow their deployer? I remember a Kashyyyk map I played once where a commander could deploy four infantry units and they followed him, so it can be done.
If it makes any difference (which I doubt) a hero unit (AQT's Durge) is deploying them.
Also, how do you make the droids follow their deployer? I remember a Kashyyyk map I played once where a commander could deploy four infantry units and they followed him, so it can be done.
- PilotX
- Private
- Posts: 35
- Joined: Thu Jun 17, 2010 10:58 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: California
Re: AI Recon Droids
Doing something like this involves lua coding. Try this topic http://www.gametoast.com/forums/viewtop ... 47#p126047
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: AI Recon Droids
can you post the odf of your recondroid please?
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: AI Recon Droids
Sorry, I was going to put that in the first post but forgot.
Droid Dispenser (cis_weap_inf_attackdroid)
Attack Droid (cis_weap_inf_attackdroid_ord)
Droid Dispenser (cis_weap_inf_attackdroid)
Hidden/Spoiler:
Hidden/Spoiler:
- sim-al2
- 2nd Lieutenant

- Posts: 412
- Joined: Mon Jul 06, 2009 10:26 pm
- Projects :: Mapping on occasion
- Location: In the cockpit of some vehicle...
Re: AI Recon Droids
You've got three different different "pilottype="s. Try commenting out the second two and try it.
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: AI Recon Droids
According to the thread where I found out about PilotType = Self it has to go under the weaponsections too.
- sim-al2
- 2nd Lieutenant

- Posts: 412
- Joined: Mon Jul 06, 2009 10:26 pm
- Projects :: Mapping on occasion
- Location: In the cockpit of some vehicle...
Re: AI Recon Droids
Turret sections do need that for sure, I'm not sure about weapon sections though... 
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: AI Recon Droids
you only need one pilottype = self" line but that depends on if the droid is a unit or a moving turret/vehicle, if is a turret put it in the turretsection, if its a unit it shouldnt have a turretsection
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: AI Recon Droids
I'll try using just one, but I think the first poster is probably right...
EDIT: Tried it, no change.
EDIT: Tried it, no change.
- Battleffront_Conquer
- Master Sergeant

- Posts: 160
- Joined: Sat Apr 04, 2009 2:44 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: InDooRs
Re: AI Recon Droids
THere is a way to spawn droids that can follow you, using the lua editing pilotx suggested is the only possible way to do this, it will work but you may find that if the droid is still alive you wont be able to spawn another until the original dies, though that might just be a setting that can be modified.
- Lagomorphia
- Major

- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: AI Recon Droids
I was reading through the script linked to in the first post, and have set up the required local team. However, I have no idea how to use the script. It looks like a simple matter of changing the right parts of the script. I've highlighted the parts I've changed in blue, and the parts I don't if I should change or what to to change to in red.
This is meant to spawn imp_inf_rifleman when imp_inf_stormofficer uses imp_weap_inf_spawntrooper.
This is meant to spawn imp_inf_rifleman when imp_inf_stormofficer uses imp_weap_inf_spawntrooper.
Hidden/Spoiler:
