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Controlling AI with Events
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*HmS*Wedge
Sat Nov 13 2004
Captain Slow

Registered Member #3
Joined: Fri Dec 19 2003
Location: Scotland
Posts: 4651
AB JOMed - Controlling AI with Events

From a post by Sazza...I copied the contents here..

How to make AI....
Here´s a little helper on how to make 2 AI´s to go to an vehicle (anything will do) and grab the wheel and the Cal50, then they will drive away.

AI 1 =ssn 1
Buggy = ssn2
AI 2 =ssn 3
_________

Event 0: Redirect AI´s to vehicle.

Delay event 5 seconds //Any trigger will do.

Actions:

Redirect SSN 1 to waypoint 125-2
Redirect SSN 3 to waypoint 125-2

Event 1: Attach the AI to Vehicle when inside area 1. (round vehicle)

Delay event 5 seconds /Wont be needed.

Triggers: //All SSN inside.

SSN 1 is within area 1 and
SSN 2 is within area 1 and
SSN 3 is within area 1
Actions:

Attach SSN 3 to nearest emplaced weapon //Goes to Cal50
Change SSN 1 AI : Find and Use SSN 2 //Goes to Wheel
Event 2: Make the Vehicle Go

Triggers:

Event 1 has been triggered xor
Group 3 holds Group 4
Actions:

Redirect group 3 to nearest waypoint in list 1
Change Group 3 AI : AI state to Follow Waypoint
Redirect SSN 2 to waypoint 1-0
Change SSN 2 AI : AI state to Follow Waypoint
Change SSN 2 AI : combat speed = 20 km/h
Change SSN 2 AI : patrol speed = 20 km/h

//you can change the speed as you want.
____________________________________

Or...you can download the MIS, BMS and additional "not needed" BIN-file.

DOWNLOAD THE HOW-TO-MAP

I have used the UN LOCKED MEDVERSION_C, BY Pappy. This shows all the events and will not crash or lockup when making surtain events. But it will show an error when loading a mis-file. Just ignore this, or make a binfile for the mission. When you done, load the mis into the JOmed and export it from there..or hexedit the BMS. (change the forth(4) number thats is 11 to 13 on the first line)

ps. Put the download-mapfiles in the gamefolder. And there´s no need to make the /D-command at all. ds.

[ Edited ]
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