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SPAZ31
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Posted: 29 Dec, 2012
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Joined: 08 Jan, 2008 Posts: 250
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Sorry for posting this in the SupCom and SupCom2 sections, but I Need Help in keeping the AI disabled in Supcom2. The video link explains that once I use the console commands to disable AI and control them, they do not stay disabled. After some idle time they do their own business which is a setback to my video. Any suggestions? Person who finds a solution will be mentioned in the credits. Need Help - Keep AI Disabled in SupCom 2
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SPAZ Production SupCom:FA Movie Gallery
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OrangeKnight
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Posted: 29 Dec, 2012
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Go back to FA! We got plenty of new toys for you to have fun with in BlackOps! [/Trololol]
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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SPAZ31
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Posted: 30 Dec, 2012
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Joined: 08 Jan, 2008 Posts: 250
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OrangeKnight
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Posted: 30 Dec, 2012
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Not anything the BO team can really help with, we barely touched SupCom2 at all.
Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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SPAZ31
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Posted: 30 Dec, 2012
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Joined: 08 Jan, 2008 Posts: 250
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Legion Darrath
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Posted: 31 Dec, 2012
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Joined: 23 Feb, 2007 Posts: 8744 Location: Belgium
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redmoth
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Posted: 21 Jan, 2013
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Joined: 28 Aug, 2010 Posts: 951
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Hey spaz, I believe what the ai does is use its acu and engineers to build buildings. What you need to do is kill the code of the buildorders and engineerbuilders so it wont have any orders to execute. if you need more information respond or pm me.
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liveordie
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Posted: 22 Jan, 2013
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Joined: 02 Jul, 2010 Posts: 1261
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redmoth wrote: Hey spaz, I believe what the ai does is use its acu and engineers to build buildings. What you need to do is kill the code of the buildorders and engineerbuilders so it wont have any orders to execute. if you need more information respond or pm me. Nope just block all builders so they cant build, Also the normal game play is boring to watch  . Here you go just extract this into your gamedata folder, This will be a built in option on the new revamp mod manager when its ready. http://www.mediafire.com/download.php?4lajbdhtxnowso2
_________________ Creator of SupCom2 Revamp Expansion Mod


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SPAZ31
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Posted: 22 Jan, 2013
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Joined: 08 Jan, 2008 Posts: 250
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The other problem i had i when the forces mass up to lets say 10, or more they move on their own. I can control them, but I need them to stay put. I can move them or put them on patrol, but in some scenes i need them not moving. This of course is while the ai is disabled.
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SPAZ Production SupCom:FA Movie Gallery
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liveordie
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Posted: 22 Jan, 2013
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Joined: 02 Jul, 2010 Posts: 1261
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SPAZ31
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Posted: 22 Jan, 2013
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Joined: 08 Jan, 2008 Posts: 250
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I tested the file you sent. The AI doesn't build anything which is great! Thanks!, but my only issue is that if there are military units, the units will stay idol for a few seconds then move to attack. I can't seem to get them to only follow my commands.
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SPAZ Production SupCom:FA Movie Gallery
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SPAZ31
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Posted: 22 Jan, 2013
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Joined: 08 Jan, 2008 Posts: 250
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liveordie
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Posted: 28 Jan, 2013
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Joined: 02 Jul, 2010 Posts: 1261
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SPAZ31
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Posted: 28 Jan, 2013
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Joined: 08 Jan, 2008 Posts: 250
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SPAZ31
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Posted: 28 Jan, 2013
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Joined: 08 Jan, 2008 Posts: 250
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liveordie
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Posted: 28 Jan, 2013
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Joined: 02 Jul, 2010 Posts: 1261
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xXNeokenlytonyXx
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Posted: 07 Feb, 2013
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Joined: 12 May, 2012 Posts: 7 Location: Perth,Western Australia
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liveordie
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Posted: 21 Mar, 2013
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Joined: 02 Jul, 2010 Posts: 1261
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liveordie
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Posted: 22 Mar, 2013
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Joined: 02 Jul, 2010 Posts: 1261
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hotho11owpoint wrote: Do you mind if I incorporate this into a Debug/movie making version of 2013Mod? I will of course give credit (even more so since you are already in my credits!). These features are built into the new mod manager we are working on so there no need for another mod as you have complete control over what settings you want to use.
_________________ Creator of SupCom2 Revamp Expansion Mod


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hotho11owpoint
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Posted: 22 Mar, 2013
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Joined: 07 May, 2010 Posts: 261
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liveordie wrote: These features are built into the new mod manager we are working on so there no need for another mod as you have complete control over what settings you want to use. The Debug/MovieMaker version would just be for Neo and/or Spas if he ever gets around to it to make a promo vid, it wouldn't be for distribution or anything.
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GPG-Servo
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Posted: 22 Mar, 2013
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Joined: 30 Jun, 2008 Posts: 419
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SPAZ31 wrote: New video uploaded, Nothing great, but different http://youtu.be/a04FyA_c-ngActually, I thought it was pretty great. This feels like a peek at the future of game replays. - Servo
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