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Explaining JO sys dumps and AI to fixed gun emplacements
Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
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*HmS*Wedge
Sun Jan 16 2005
Captain Slow

Registered Member #3
Joined: Fri Dec 19 2003
Location: Scotland
Posts: 4651
From Paco:


The editor to use for coop making.
I'll cover system dumps.
Why AI respawn after they die.
Attaching Ai to emplacment.
Why use my template?
----------------------
The editor to use.
Because A bullets version is limited in certain "events", I'm forced to use a different version, exe and med.ll file only. Besides this, the app is the same with the exception, A Bullets doesn't require the use of a hex editor when converting the map where the version I use requires the use of the hex editor. Beyond this extra step in converting the map, the editors are nearly the same and the job can be done. In my explaination I make referrence to this editor. *Below is an explantion on how to make use of this editor and A bullets editor at the same time resulting in the best of both worlds.
-----------------------------------
System Dumps Will Happen:
If you have more than 255 Ai on the map
If you have more than 755 markers
If you have more than 1158 objects
I'm not sure on vehicles but on top of the above figures, I've had 56 vehicles with out a dump.
If any AI (SNN) used in an event after a trigger should die before the trigger has gone off. See note*
If there are any errors in the events.
This is just a few of the ones I know about.

About AI number limits, how many?

This area the maximum number of items that can be placed on the map is handled in two parts by the editor.
#1 Combined number of people and vehicles.
#2 Combined number of just about everthing else, trees rocks, buildings, decorations, ect..

#1- Ignore warnings for the most part.
you can place 254 people (AI) on one map. The editor when exporting will tell you the "maximum number of vehicles and people is 64 for net-play" so ignore it, it's 254. (What about the vehicles if I place 254 AI people on the map, will this put me over the limit if I add 10 choppers? See below*.)

#2- The maximun number of decorations objects, trees, player start point, rocks, buildings, every thing but people and vehicles is 1198. You can't go beyond this number. The editors warning during exporting (1200 MAX) is incorrect. 1198 is the maximum. You will not get this message unless you exceed the 1200 limit so get clicking.


*Special note: I found out you can have 254 people on the map and also have vehicles. By first placing all the AI on the map first, exporting the file to check how many until you reach 254 and then start adding vehicles. I had the editior save and export with a COMBINED vehicles and people of 302. So I highly suggest placing your AI on the map first because, it will be difficult to know how many AI are on the map because, the editor through exporting will only show the combined number vehicles and people.

------------------------------------------------------------------------

Why AI respawn:
Ai continue to respawn. Big Problem.

This by far was the most trouble-some. Some Ai won't even allow them to be placed on the map while others will die and then respawn and others do what their supposed to do, die and stay dead. Here is a list of AI who will die and stay dead. Salute Please! This list is based on only on ALL those AI who can shoot something. All others (civilians. ect) have not been tested.

Female Good
IS #10-AK47
IS #5-Dragunov
IS #9-AK47
IS #9-AK47 Standing

Male Good
IS #1-AK47 Standing
IS #12 Male Dragunov
IS #12 Male Dragunov Standing
IS #4-with Stinger
IS #2- with AK47 Standing
IS #3-with RPG


----------------------------------------------------
Attaching Ai to emplacements:
make 2 groups "Bunker 50 cal" and and "Bunker bots" from the groups drop down menu.
Place 2 area trigger dots on the map provideing some space between them. Hightlight them both, right click, top right hand side give it a number 1 select ok, now you have an area trigger box called "1"
Place one ai and one 50 cal gun emplacment and move the area trigger around the gun emplacment and the ai you want to attach it to. (If you want 5 emplacemts then make your area trigger box wide enough for all five.)
Highlight the gun emplacment right click, in group section select "Bunkerr 50 cal" and in team select RED
Highlight Ai, right click select group, select "Bunker bots"and in team select RED. Your now ready to do events.

Create a new event call it Redirect AI
the "if" section in this event is blank, below in the "then" section. SSN is the number everything on the map gets. Think of it as dog tags for everything, tree included. The bunker has a SSN and so does the AI. you need to direct the AI to the the bunker. Click on new event in the "then section" and from the drop down select "SSN" From the next screen scroll and select "Redirect SSN" select this and the next screen you have boxes to fill. In the first box select the Ai in the second box it's looking for a waypoint, scroll all the way down to 125 where it says"Goto SSN" highlight this and the third box you can now select the bunkers SSN. Select ok. It should read in the "then" box. "Redirect AI SSN 2 to waypoint 125-3" (Where SSN 2 is the AI and 3 is the gun gun emplacement).

Next create a new event and call it "Attach Ai" give it a 5 second delay, top right.
In the "if" section click for new event and select SSN, then from the list select area trigger. On the next screen Two boxs to fill ,one is for the ai or gun and the other is for the area trigger. Select AI SSN and then below the number for area select area "1" which you created and gave a number to earlier. Do this for the gun as well so it reads for event number
2 "Attach ai"

"if"
SSN 2 is with area 1 and
SSN 3 is with area 1 and

In the the "then" box, click for new event
Select SSN and from the drop down select "Change Ai group" 2 boxs to fill, select from groups "Bunker bots" and in the next section select "follow waypoint."
Create another event in the "then"
select "Change Ai , single" select "Attach Ai to emplacment", 1 box to fill, select SSN 2. so the "then" section should read

Then:
Change group 2 Ai: Ai state to follow waypoint.
Attach SSN 2 to nearest emplaced weapon


Where group 2 is "Bunker bots"

thats it.
To break it down, you need an area trigger, gun emplacment, an ai to man it, what side their on. Guns and people must have there own group, triggers must be numbered. This must be in place before you can start doing events.

*note should your ai die on the way to his emplacment, system dump.


[ Edited ]
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Amp
Thu Jan 27 2005
Registered Member #471
Joined: Fri Jan 21 2005
Location: CANADA
Posts: 8
note should your ai die on the way to his emplacment, system dump.
if ssndead and event " go to emplacement "" not true then reset event " go to emplacement" with a differnt ai or kill the event works for me (58)



<span class='smallblacktext'>[ Edited Thu Jan 27 2005 ]</span>
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