Deploy AI controlled droids
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- Delta-1035
- Sith Master

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Deploy AI controlled droids
Hello guys,
I'd like to know if it's possible to make something like a recon droid that is controlled by the AI.
I'd like to know if it's possible to make something like a recon droid that is controlled by the AI.
- Anakin
- Master of the Force

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Re: Deploy AI controlled droids
i tried, but wasn't successful.
- giftheck
- Droid Pilot Assassin

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Re: Deploy AI controlled droids
I don't know if this applies to SWBF2 but I tried this in the first game. The droid will just tail you and won't do anything else, not even fire at enemies.
- Delta-1035
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Re: Deploy AI controlled droids
How did you do that? It could work if we can make an autoturret to follow the player, idk.ggctuk wrote:I don't know if this applies to SWBF2 but I tried this in the first game. The droid will just tail you and won't do anything else, not even fire at enemies.
- giftheck
- Droid Pilot Assassin

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Re: Deploy AI controlled droids
I made the weapon dispenser class and put 'Autopilot = "self"' in the actual probe droid ODF.
As I said, it follows but doesn't do anything else.
As I said, it follows but doesn't do anything else.
Last edited by giftheck on Fri Apr 22, 2016 2:49 am, edited 1 time in total.
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Samee3
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Re: Deploy AI controlled droids
Somewhat off topic, somewhat on topic:
I have made a weapon that allows you to drop vehicles onto the battlefield, just like auto-turrets and probe droids. The problem I ran into is that for some odd reason, you can't drop things like tanks and speeder bikes, but you can drop things like Starfighters and air-speeders. I once thought: 'wouldn't it be nice to be able to drop and AI controlled gunship', and promptly added PilotType = "self" to the flyers odf. However, when I tested it in the game, the flyer just sat there, doing nothing for 15 minutes.
So the point of this post is that if someone knows how to make the AI actually take off, or how make the dispenser drop ground vehicles, you could have the answer to the original question.
Any suggestions?
I have made a weapon that allows you to drop vehicles onto the battlefield, just like auto-turrets and probe droids. The problem I ran into is that for some odd reason, you can't drop things like tanks and speeder bikes, but you can drop things like Starfighters and air-speeders. I once thought: 'wouldn't it be nice to be able to drop and AI controlled gunship', and promptly added PilotType = "self" to the flyers odf. However, when I tested it in the game, the flyer just sat there, doing nothing for 15 minutes.
So the point of this post is that if someone knows how to make the AI actually take off, or how make the dispenser drop ground vehicles, you could have the answer to the original question.
Any suggestions?
- Anakin
- Master of the Force

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Re: Deploy AI controlled droids
Dropping a speeder is possible. I did it for a unit weapon. Just use the speeder odf for ordnance of a mine or health dispenser.
- Delta-1035
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Re: Deploy AI controlled droids
I did something like that back in the days, with the LAAT. I noticed that the player must get it first and then the AI units will do the same; but if you don't, they will not.
Weird.
Weird.
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Samee3
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Re: Deploy AI controlled droids
Actually I found time to re-test the vehicle dispenser, and I found out that if you want ground vehicles to work, you must add the desired vehicle to the LUA file on the map you wish to use it on. Also, whenever I tried to give a ground vehicle PilotType = self, it crashed immediately upon deploying. If anyone has a suggestion on that head.....
Anyway, at this point, I don't think there is a way to get AI controlled vehicles without some scripting, which I am not and expert at.
Anyway, at this point, I don't think there is a way to get AI controlled vehicles without some scripting, which I am not and expert at.
- Locutus
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Re: Deploy AI controlled droids
Huh, it's been a while since I was around.
I'm not really modding SBF2 actively anymore but as far as I can remember PilotType = self will always crash for hover vehicles.
Scripting (as in spawning via matrix) vehicles doesn't work either; you'd have to rely on vehicle spawners.
I'm not really modding SBF2 actively anymore but as far as I can remember PilotType = self will always crash for hover vehicles.
Scripting (as in spawning via matrix) vehicles doesn't work either; you'd have to rely on vehicle spawners.
