CrazyMahone Posted January 29, 2008 Share Posted January 29, 2008 I cannot figure out how to create a human who can operate a 50-calibre machine gun. I've tried various human types and placed them physically on/next to the 50-calibre machine gun turret, but they're not smart enough to use it. Is it a particular type of human, or do I script it to attach the human to the gun. If so how? Quote Link to comment Share on other sites More sharing options...
AmEyeBlind Posted January 29, 2008 Share Posted January 29, 2008 (edited) the gun and the bot need the same name, then just activate the bot in the script like u normaly do he will spawn on the gun Edited January 29, 2008 by AmEyeBlind Quote Link to comment Share on other sites More sharing options...
CrazyMahone Posted January 29, 2008 Author Share Posted January 29, 2008 the gun and the bot need the same name, then just activate the bot in the script like u normaly do he will spawn on the gun It didn't work ... which meant I'm not sure what you meant by a bot. Is that a type of human, or just your term for human. Anyway ... Here's what I did ... I added a gun ... specifically a "mk19" and called it "gun_4". Next I took one of my human units and attributes where:name=gun_4order=nonetransport=nonecrew=uncheckedGroupID=human_1GroupType=mex_ranger_support The group is spawned at the start of the game, but it didn't work ... in fact, when saving, it erased the name of "gun_4" and replaced it with "none". Clearly I didn't get it. Quote Link to comment Share on other sites More sharing options...
CrazyMahone Posted January 29, 2008 Author Share Posted January 29, 2008 the gun and the bot need the same name, then just activate the bot in the script like u normaly do he will spawn on the gun It didn't work ... which meant I'm not sure what you meant by a bot. Is that a type of human, or just your term for human. Anyway ... Here's what I did ... I added a gun ... specifically a "mk19" and called it "gun_4". Next I took one of my human units and attributes where:name=gun_4order=nonetransport=nonecrew=uncheckedGroupID=human_1GroupType=mex_ranger_supportThe group is spawned at the start of the game, but it didn't work ... in fact, when saving, it erased the name of "gun_4" and replaced it with "none". Clearly I didn't get it. Okay figured it out ... well, I didn't but the recent FishMonger tutorial talks about it. Quote Link to comment Share on other sites More sharing options...
AmEyeBlind Posted January 29, 2008 Share Posted January 29, 2008 (edited) its easy 1.set a mg "name_id" gun_1 2.set a mex soldier(a single infantry or specops) "group_id" gun_1 3.activate in the script dont use rangers on guns, couse the rangers are allways 2 - 4 bots btw, with bot i mean an ai controlled human. never heard the word bot? edit: just seen that, leav the name alone they wont do anything. for probs its the "name_id" for bots its the "group_id" example how it should look like, taken out of a original map <unit name="group_unit" group="mex_infantry_patrol1" group_id="base_mg2" vehicle_id="none" crew="false"> <order order="Guard" source_pos="-6792.8447 -19680.805 495.77448" order_pos="-7410.6191 -17857.822 496.38269" patrol_type="moveguard_recon"> </order> <position pos_x="-6792.8447" pos_y="-19680.805" pos_z="695.77448"/> <rotation yaw="0" pitch="0" roll="0"/> </unit> <unit name="m2hb_tripod" unit_id="4070" name_id="base_mg2" cover_off="false"> <position pos_x="-6962" pos_y="-19480" pos_z="489.80954"/> <rotation yaw="0" pitch="0" roll="12.710446"/> </unit> Edited January 29, 2008 by AmEyeBlind Quote Link to comment Share on other sites More sharing options...
CrazyMahone Posted January 29, 2008 Author Share Posted January 29, 2008 (edited) btw, with bot i mean an ai controlled human. never heard the word bot? Certainly heard the term bot, but this is my first map and I am learning a ton of stuff ... but bot could mean anything when you are just learning. Edited January 29, 2008 by CrazyMahone Quote Link to comment Share on other sites More sharing options...
CrazyMahone Posted January 30, 2008 Author Share Posted January 30, 2008 example how it should look like, taken out of a original map <unit name="group_unit" group="mex_infantry_patrol1" group_id="base_mg2" vehicle_id="none" crew="false"> <order order="Guard" source_pos="-6792.8447 -19680.805 495.77448" order_pos="-7410.6191 -17857.822 496.38269" patrol_type="moveguard_recon"> </order> <position pos_x="-6792.8447" pos_y="-19680.805" pos_z="695.77448"/> <rotation yaw="0" pitch="0" roll="0"/> </unit> <unit name="m2hb_tripod" unit_id="4070" name_id="base_mg2" cover_off="false"> <position pos_x="-6962" pos_y="-19480" pos_z="489.80954"/> <rotation yaw="0" pitch="0" roll="12.710446"/> </unit> Okay, it's working but not working. I have a guy mounted on an MK19 which I assume should be firing bullets. He's not. He's firing rocket propelled grenades. I don't think he's supposed to do that because the prop graphic for the gun clearly shows .50 calibre bullets. Of course, I'm hoping I've discovered something fiendishly evil. PROP: <unit name="mk19" unit_id="15475" name_id="gun_0" cover_off="false"> <position pos_x="-4396" pos_y="63629" pos_z="-1.5258789e-005"/> <rotation yaw="0" pitch="0" roll="-179.99583"/> </unit> HUMAN: <unit name="group_unit" group="mex_guerilla_recon1" group_id="gun_0" vehicle_id="none" crew="false"> <order order="Guard" source_pos="-4389.9897 63770.59 0" order_pos="-4389.9897 64270.59 -3.0517578e-005" patrol_type="moveguard_recon"> </order> <position pos_x="-4389.9897" pos_y="63770.59" pos_z="199.99997"/> <rotation yaw="0" pitch="0" roll="0"/> </unit> AREA DEFINITION: <area name="gun_0_spawn"> <shape type="box" length="-2187.5742" width="-259.72266" height="0"> <position pos_x="-5036.3877" pos_y="58013.023" pos_z="0"/> </shape> </area> MISSION SCRIPT ELEMENTS: There are other elements in the start_game that I excluded. <area_group name="gun_0_spawn" area_name="gun_0_spawn" group="mp_players" interval="0.3" condition="1"/> <user name="user" type="once"> <trigger type="UnitInArea" area="gun_0_spawn"/> <event name="activate_gun_0_spawn"/> </user> <event name="activate_gun_0_spawn"> <element type="ActivateGroup" group_id="gun_0" start_time="2"/> <element type="UnitInArea" area="gun_0_spawn" state="deactivate" start_time="3"/> </event> <event name="start_game"> <element type="UnitInArea" area="gun_0_spawn" state="activate" start_time="3"/> </event> Quote Link to comment Share on other sites More sharing options...
AmEyeBlind Posted January 30, 2008 Share Posted January 30, 2008 (edited) lol, the mk19 is a nade luncher, if u take a close look on the gun u will see the ammo. it doesnt look like .50 cal at all so what u want is the m2hb_tripod thats a mg edit: http://en.wikipedia.org/wiki/Mk19 http://en.wikipedia.org/wiki/M2HB Edited January 30, 2008 by AmEyeBlind Quote Link to comment Share on other sites More sharing options...
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