y2alex Posted August 10, 2015 Share Posted August 10, 2015 Hey guys, I have an issue where some characters that start there AI before the round 1 fight sequence is completed, they just ignore it completely and start fighting. Is there a way to fix this? Link to comment Share on other sites More sharing options...
0 Алексей Posted August 10, 2015 Share Posted August 10, 2015 That happens when there is no limitation to the activation of AI. Good AI activation methods will make sure that roundstate=2 before allowing it to activate. Roundstate is the state of your round. When it's equal to 0, it's in the pre-intro, 1 is the intro, 2 is the fight after it's started, and 3 is the end of the round. So assuming that an AI Activation method looks something like this in 1.0: ; Turn on the AI when ailevel>=0 (AI is active) and the fight as started (past intro) [State , AI Activation] type = VarSet trigger1 = ailevel && roundstate=2 var(59) = 1 ; Turn off the AI if ailevel=0 (Player has control) or the fight hasn't started yet [State , AI Deactivation] type = VarSet trigger1 = !ailevel || roundstate!=2 var(59) = 0 That's for your reference. I'd not blindly copy and paste that, but the idea is you use roundstate=2 to limit the activation until after the round actually starts. Link to comment Share on other sites More sharing options...
0 y2alex Posted August 10, 2015 Author Share Posted August 10, 2015 Yup worked perfectly man. Thank you for helping me out with all these problems. I really appreciate it man. Link to comment Share on other sites More sharing options...
0 Алексей Posted August 10, 2015 Share Posted August 10, 2015 No problem. :) Link to comment Share on other sites More sharing options...
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y2alex
Hey guys, I have an issue where some characters that start there AI before the round 1 fight sequence is completed, they just ignore it completely and start fighting. Is there a way to fix this?
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