y2alex Posted August 10, 2015 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?
0 Алексей Posted August 10, 2015 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. -[Все слова это только слова.]-
0 y2alex Posted August 10, 2015 Author Posted August 10, 2015 Yup worked perfectly man. Thank you for helping me out with all these problems. I really appreciate it man.
0 Алексей Posted August 10, 2015 Posted August 10, 2015 No problem. :) -[Все слова это только слова.]-
Question
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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