Vilham Posted June 25, 2011 Author Report Posted June 25, 2011 So im busy balancing this, what I would like to know is if it is possible to change the values on the VTOL like max ammo without editing the xml and creating a mod? Quote
Vilham Posted June 26, 2011 Author Report Posted June 26, 2011 Thats a shame, was hoping to up the number of missiles to like 100 max. Its currently 12. Quote
Vilham Posted July 17, 2011 Author Report Posted July 17, 2011 Why the fuck does adding a nanosuit:nanosuit to my flow graph basically freeze it and stop me adding to it. Quote
Vilham Posted November 11, 2011 Author Report Posted November 11, 2011 I have AI getting stuck on a certain point of their flowgraph, could this be due to their Archetype (if so how do I change an archetype, can't seem to be able to without deleting and replacing them, which breaks the flowgraph) [attachment=0]AIFlowgraphissue1.png[/attachment] They get stuck after performing the AI:AIExecute, my flow graph looks very similar to ones on Harbour and theirs work. The only difference is the archetype being used. Quote
Corwin Posted November 11, 2011 Report Posted November 11, 2011 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! Quote
Vilham Posted November 11, 2011 Author Report Posted November 11, 2011 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 :/ Quote
Vilham Posted November 16, 2011 Author Report Posted November 16, 2011 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. Quote
Corwin Posted November 16, 2011 Report Posted November 16, 2011 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. Quote
Vilham Posted November 29, 2011 Author Report Posted November 29, 2011 What are the console commands for free cam, i want to take some screen shots basically from mid air with no hud or weapons? Quote
Corwin Posted December 6, 2011 Report Posted December 6, 2011 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: 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. Quote
Vilham Posted December 6, 2011 Author Report Posted December 6, 2011 Cheers Corwin thats awesome. Ill try that out tonight. Quote
Vilham Posted December 13, 2011 Author Report Posted December 13, 2011 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. Quote
Corwin Posted December 13, 2011 Report Posted December 13, 2011 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 Quote
Vilham Posted February 15, 2012 Author Report Posted February 15, 2012 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. Quote
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