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Crysis Flowgraph help

  • Vilham
  • May 29, 2011 at 2:59 PM
  • Corwin
    • November 11, 2011 at 10:05 PM
    • #21

    I don't know for sure, but is your AI alerted? I had issues with that when I created mods for Crysis. The AIGotoSpeedStance (or any similar AI node for that matter) won't work if the AI is alerted. That's probably why they added the Force parameter to that node for C2. Anyway, if that is the problem, you can try to first use a AI:IgnoreState on each Ai and setting them to ignore, but that means they won't attack or even notice any enemy/player. Or you can keep using the AI:Execute, which isn't handled the same way (I believe a signal is sent to AI to request an action on top of its current behavior, rather than trying to take control of the AI and fail). Replace those second & 3rd nodes on each line with an EntityId and an AI:Execute and see if it doesn't work better.

    Also, to assign a new archetype to an entity (who knows, as you said maybe that'll solve the problem, although I don't remember any parameter that could cause/fix this issue), just open the Database View, select the library then the archetype you want (under the Entity tab), in the viewport select the entity that you want to change, and press that little icon at the top that looks the same as applying a material, it'll apply the selected archetype to that entity. You may have to reload its scripts for it to work right away though, you'll find that button in the roll-up bar above the Create/List/Remove Flowgraph buttons I believe.

    Good luck with that, the AI in Crysis can be quite clever, but it's also very tricky to control and have it do interesting stuff!

  • Vilham
    • November 11, 2011 at 11:54 PM
    • #22

    Yeah corwin i tried that with the apply thing for the archtype and it didnt change it for some reason.

    Edit - Ok that does work, it just doesn't show until you deselect and reselect them. However now they don't do any of the flowgraph :/

  • Vilham
    • November 16, 2011 at 10:34 AM
    • #23

    K fixed that by copying the nodes and then pasting them again.

    However they are doing what I originally found with this type of node (AI:AIExecute) they won't fight when they are moving to the point specified, they ignore the enemy. The exact reason its good to use just after they get of the boat but after they are in cover I want them to advance and attack at the same time. Hence why I used the AIGoToSpeedStance.

  • Corwin
    • November 16, 2011 at 2:34 PM
    • #24

    Hmm, that's weird, I'm pretty sure when I used the same AI:Execute commands for my Crysis map, they were shooting at enemies while going to their target.

  • Vilham
    • November 29, 2011 at 6:31 PM
    • #25

    What are the console commands for free cam, i want to take some screen shots basically from mid air with no hud or weapons?

  • Corwin
    • December 6, 2011 at 12:03 AM
    • #26

    Sorry, just got your PM, I didn't answer before cause I figured I should install Crysis again to make sure I get the right cvars and all, then it slipped my mind!

    Hmm, tricky one. I don't think there was ever a clean, good way of doing this, or I'm not aware of it. I think people just took screenshots from the editor mostly, with the e_screenshot 1 command.

    Challenge accepted! Here's what I'd do. This is a bit overkill just to take screenshots, but if you really want to:

    - Run the game in dev mode

    - Pressing F3 makes you fly, but you will keep your weapons in hand, see your feet, have a shadow

    - I don't think there's cvars for removing the player inventory, or hiding him. So, I'd create a small debug flowgraph within my level that will disable the hud, remove all weapons, maybe even slow down time so I can capture cool moments, etc. I'd trigger that by pressing a key (could be F3 actually, so anytime you go flying around you disable all that too). Then export the level and use that in pure game mode to take my screenshots.

    - The most tricky bit is hiding the player (to get rid of his legs and shadow). If this is a problem for you, the only thing I can think of right now would be to do a hack with a trackview sequence that hides the player but doesn't have any camera assigned to it. Unfortunately, that works but also bugs the game and you can't get back out of the sequence after it started, that means you'd only be able to take one screenshot, then have to load the level again (or last save).

    Here's a quick example:

    [Blocked Image: http://www.clement-melendez.com/temp/crysis.jpg]

    In this case, you would first have to setup the screenshot settings too, with e_screenshot_height, e_screenshot_width, e_screenshot_quality, etc. Just type e_screenshot and press Tab in the console, they should be self explanatory. Or just use print-screen

    Anyway, it's a bit messy but could work. I don't know what kind of screenshots you intend to take. Maybe just disabling the hud and the weapon is ok, in which case you can forget about the trackview sequence hack, but still use the fg to not have to type in the cvars everytime. Your call!

    And sorry, it's been a while since I used the C1 SDK, so many things have been added/changed since that I have a hard time finding out what's there to use, maybe there's a cleaner way, but I'm pretty sure there isn't.

  • Vilham
    • December 6, 2011 at 9:51 AM
    • #27

    Cheers Corwin thats awesome. Ill try that out tonight.

  • Vilham
    • December 13, 2011 at 6:12 PM
    • #28

    Works, but a bit randomly. The camera sometimes does a 360 when taking the picture.

    Is there anyway to rename a level btw? I can obviously save the level out as something different in the editor, but the level name for launching in game remains the same. Which is currently "test", which I would quite like to change.

  • Corwin
    • December 13, 2011 at 6:33 PM
    • #29

    To rename the level, copy the whole folder (let's say it's called Test) and rename it to whatever you want, then inside that folder rename the .cry file to the same name. You can also rename the .bak files, or get rid of them, they're just temporary backups. You can also open filelist.xml and change the name of the level, but it's only important if it's a multiplayer map, and I think it gets updated when you export the level again anyway. If you've got stuff defined like minimaps, loading screens, etc. you may have to go through those xmls and replace Test by the new name. That should be all

  • Vilham
    • February 15, 2012 at 11:45 PM
    • #30

    Is there an example of how to setup a basic civilian AI in any of the crysis 2 levels, ive tried the several Archetypes and setting one up from a grunt entity, but for both they just end up standing there T-posing and the anim_civilians archetypes are invunerable so they won't fit my purpose.

  • Corwin
    • February 16, 2012 at 11:00 AM
    • #31

    Chris or Helder may know better, but from what I understood there's no proper "AI" for civilians, they were all just scripted. You could resort to playing animations in loops on them or something I guess.

  • Vilham
    • February 16, 2012 at 12:59 PM
    • #32

    I think ill resort to using Marines and setting them as civilian faction with no equipment packs, then the cell guys wont kill them right?

  • Corwin
    • February 16, 2012 at 2:13 PM
    • #33

    Probably

  • Vilham
    • February 16, 2012 at 8:19 PM
    • #34

    I set them as marine faction but made the guy in the room with them completely blind until he is told to shoot one of the them, it worked, then magically they all became invincible to absolutely all damage.

    Correction, looks like they can still die, but just don't most of the time, even when i unload all my ammo on them and have an NPC unload a shotgun on them at point blank range.

    Fixed it but boy did that require some tweaking.

  • Vilham
    • February 25, 2012 at 9:08 PM
    • #35

    As I feel I shouldn't spam this forum with help threads I will add this on the end.

    Ive worked on a level in CE3 and everything is great in the editor, it all runs etc. However when I switch it over to in game suddenly my last of 3 cutscenes does not fire. Now this breaks the flow of the mission and makes it impossible to complete. Does anyone have any idea why a cutscene might fail to play heres some screenshots of how ive set it up:

    [attachment=1]trackview.jpg[/attachment]

    [attachment=0]flowgraph.jpg[/attachment]

    Now ill point this out again, this works fine within the editor, it is only in game that it fails to play. Now I considered that maybe its attempting to play at start up and can only play once or because its entitys are already animated in a seperate trackview once therefore it wont allow them in a seperate animation, but I don't know enough about trackview to determine that.

    Any help would be greatly appreciated, im attempting to get this as good as possible within 10 days of work.

  • e-freak
    • February 25, 2012 at 9:21 PM
    • #36

    i barely do ingame cutscenes, but dont you need to tick cut scene for this to work in the sequence properties? also tick noseek and on the related entities make sure they are set to "always update"...

  • Vilham
    • February 25, 2012 at 10:06 PM
    • #37
    Quote from e-freak

    i barely do ingame cutscenes, but dont you need to tick cut scene for this to work in the sequence properties? also tick noseek and on the related entities make sure they are set to "always update"...

    Ive just tried changing the cut scene thing, which I wasn't sure was the issue as my other cutscenes have the exact same properties as the final one, unfortuantely it didn't fix the issue. Im fairly certain it has something to do with the fact that sometimes on starting the level in game the final cutscene door already appears to either be at the start of the animation or at the end of it. Therefore when it tries to play later it can't. Which actually gives me an idea..

    Edit - Idea didn't work. Im almost certain it is to do with the fact that this animation appears to already be at its start/end at the beginning of the mission

    Images

    • trackview.webp
      • 81.96 kB
      • 1,276 × 647
    • flowgraph.webp
      • 55.14 kB
      • 1,085 × 520
  • e-freak
    • February 25, 2012 at 11:50 PM
    • #38

    plug Vehicle:Enter thing into JumpToTime=0 maybe?

  • Vilham
    • February 26, 2012 at 2:06 AM
    • #39

    thats the exact thing I tried. No luck unfortunately.

  • AtsEst
    • February 26, 2012 at 11:39 AM
    • #40

    Just add another pair of identical entities and swap em on the fly?

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