SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Snake on April 14, 2012, 08:23:21 AM

Title: *Discovery* Placing AI in ZeroEditor
Post by: Snake on April 14, 2012, 08:23:21 AM
Well, I had found this out a loooong time ago but I just now tested it with more than one unit. I've learned that you can place AI in Zeroeditor (As long as you have ALL the appropriate files in your Worlds folder) and they will look normal ingame. You can move them and kill them! I also tried putting them on a team but all it does is makes your reticule light up red or green, they don't move.  :confused: However I find this very cool because now, for a map like mos eisley, you can place locals around that are actually real but don't fight or walk around. Here's a vid and pics:

http://beta.xfire.com/videos/564b5c/ (http://beta.xfire.com/videos/564b5c/)

http://beta.xfire.com/users/aatcsnake/screenshots/122908504?type=user (http://beta.xfire.com/users/aatcsnake/screenshots/122908504?type=user)
http://beta.xfire.com/users/aatcsnake/screenshots/122908487?type=user (http://beta.xfire.com/users/aatcsnake/screenshots/122908487?type=user)

I have only tried this with gungans right now but I think it will work with any unit if you have all the files connected to them.
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Led on April 14, 2012, 08:58:36 AM
They act this way when you use a dispenser, too.

It is like they have no soul :)

I wonder if there could be some memory pool adjustment set to allow them to come to life...

or some command to add them to the team like if they had spawned as AI.  Maybe there is a way to hook into that memory location. 

Has anyone ever tried dispensing a portable CP ?
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Snake on April 14, 2012, 10:10:37 AM
Hmm.. That would be very neat. I was about to try dispensing them right after I checked this post xD I have never seen that, I shall test it!
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Phobos on April 14, 2012, 10:22:45 AM
good ideas for mkultra. nice
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Snake on April 14, 2012, 10:33:27 AM
Dispensing CP's works but because there are no regions or spawn paths they're basically just props.

http://beta.xfire.com/users/aatcsnake/screenshots/122911386?type=user (http://beta.xfire.com/users/aatcsnake/screenshots/122911386?type=user)

http://beta.xfire.com/videos/564c46 (http://beta.xfire.com/videos/564c46)
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: {TcF}Dr.Penguin on April 14, 2012, 10:44:52 AM
It's like you removed their brain..
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Phobos on April 14, 2012, 10:59:37 AM
Quote from: {TcF}Dr.Penguin on April 14, 2012, 10:44:52 AM
It's like you removed their brain..
Lobotomized zombies lol
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Breakdown on April 14, 2012, 04:41:30 PM
Wow, I would've loved to known this back when I was making Raka's Adventure. I realllly wanted some sort of NPCs standing around but I had no idea how to add them.
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Snake on April 14, 2012, 05:21:42 PM
Well, you can always make a sequel to Raka's Adventure.  ;)
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Unit 33 on April 14, 2012, 05:42:23 PM
Quote from: Phobos on April 14, 2012, 10:22:45 AM
good ideas for mkultra. nice
BAHAHAHAHA!

We should definitely look into making a full mod based on MKUltra [!]

In-fact it would also help with the Matrix mod.
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Phobos on April 15, 2012, 04:11:26 AM
Quote from: Unit 33 on April 14, 2012, 05:42:23 PM
BAHAHAHAHA!

We should definitely look into making a full mod based on MKUltra [!]

In-fact it would also help with the Matrix mod.
You are right, it would probably go good with Matrix mods.
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: jdee-barc on April 15, 2012, 07:11:09 AM
Hey, Hey, Hey, I just had an idea. movable objects.

-boxes that can be force pushed away
-boxes/objects that can be blown away with a grenade


Quote from: SnΛke on April 14, 2012, 10:33:27 AM
Dispensing CP's works but because there are no regions or spawn paths they're basically just props.

http://beta.xfire.com/users/aatcsnake/screenshots/122911386?type=user (http://beta.xfire.com/users/aatcsnake/screenshots/122911386?type=user)

http://beta.xfire.com/videos/564c46 (http://beta.xfire.com/videos/564c46)

wait, can you actually spawn from those dispensed CP's?
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Snake on April 15, 2012, 10:14:17 AM
Hmm, sounds like a cool idea. I doubt it's possible though..

And no.
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Phobos on April 15, 2012, 10:27:12 AM
i have deployed destructibleprops but i dont know how you would make them movable it would be interesting for certain mods though
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: {PLA}gdh92 on April 15, 2012, 10:29:58 AM
There movable boxes that can be fired in GGW cantina if I remember right. Is that the same thing?
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Led on April 15, 2012, 12:21:32 PM
I think it was MileHighGuy that made stackable boxes that could be pushed around (dispensed).

video:
http://www.video.xfire.com/video/d4b58/
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: Snake on April 16, 2012, 02:52:35 PM
I have found that there is a limit to how many AI can be placed. It doesn't crash but they start to disappear and only show up when you kill some of them. The limit is around 28. Could someone contact MileHigh and ask him how he did that?
Title: Re: *Discovery* Placing AI in ZeroEditor
Post by: SleepKiller on April 16, 2012, 03:20:10 PM
Well this is how I'd do it. Create a 3rd  team. Place spawn nodes in ZE of where you want the boxes to appear, create a path for each CP's area. For each CP call the path in ZE in this object property AllyPath = "".  Ally the team with teams, 0, 1, 2. So execute these commands in your LUA.

    SetTeamAsFriend(3, 0)
    SetTeamAsFriend(3, 1)
    SetTeamAsFriend(3, 2)    

Setup the sides, class commands as you would any other map to get the boxes showing up.
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