Better way of working?
by Lee Latham · in Torsion · 02/11/2007 (1:51 am) · 2 replies
I was wondering if there is a better way for me to be working. I'm working with some AI's in vehicles, and laying some complicated paths for them. I'm using the Flight Compendium resource to allow my on-foot ai's mount a vehicle to drive.
I lay path, and run the game from Torsion. The path is not quite right. I adjust the path, but now the vehicle is at the end of the path (often upside down or on it's side!) when I save the mission. Now the vehicle is saved at that new location instead of the spot where my ai will walk into it and drive it.
Thus, I keep Notepad open with a Paste of the proper location for the vehicle for my mission file, Torsion quite properly notifies me of changes to the files, and I say Yes open them up. I then overwrite the new vehicle location with the copied version of it's original (correct) position.
Then I re-load the game and continue.
So I wonder if there is a way to keep the vehicle position consistent without intervention, and also if there is a way to restart the mission without re-loading the whole dang thing, which takes a while.
I lay path, and run the game from Torsion. The path is not quite right. I adjust the path, but now the vehicle is at the end of the path (often upside down or on it's side!) when I save the mission. Now the vehicle is saved at that new location instead of the spot where my ai will walk into it and drive it.
Thus, I keep Notepad open with a Paste of the proper location for the vehicle for my mission file, Torsion quite properly notifies me of changes to the files, and I say Yes open them up. I then overwrite the new vehicle location with the copied version of it's original (correct) position.
Then I re-load the game and continue.
So I wonder if there is a way to keep the vehicle position consistent without intervention, and also if there is a way to restart the mission without re-loading the whole dang thing, which takes a while.
#2
I've set up some triggers (which get triggered by the ai) as well to spawn ai and cars, so I have a steady stream of them that I can then adjust paths and other things for in real time. Still have to restart now and then when the pile-up gets too big, but it's about 1000 times better than restarting after every little path change.
Seems obvious in retrospect...I'm learning to love scripting, but I'm still a novice.
Edit: One thing that is both amusing and useful is to set the damage on the cars real, real low and set the damage so that when they collide with each other they explode. Thus you have a self-destructing traffic jam, which for some reason I find really funny, and at the same time vent your aggressions on these f*cking stupid ai that seem to have a mind of their own. Die Die Die!
02/12/2007 (11:18 pm)
Actually, I've stumbled into a much better way! It's simple. Instead of putting my cars into the mission file, I load them via script. I've set up some triggers (which get triggered by the ai) as well to spawn ai and cars, so I have a steady stream of them that I can then adjust paths and other things for in real time. Still have to restart now and then when the pile-up gets too big, but it's about 1000 times better than restarting after every little path change.
Seems obvious in retrospect...I'm learning to love scripting, but I'm still a novice.
Edit: One thing that is both amusing and useful is to set the damage on the cars real, real low and set the damage so that when they collide with each other they explode. Thus you have a self-destructing traffic jam, which for some reason I find really funny, and at the same time vent your aggressions on these f*cking stupid ai that seem to have a mind of their own. Die Die Die!
Associate Tom Spilman
Sickhead Games
Anyone with a different idea?