| Patrolling Bots [message #358964] | 
			Wed, 19 November 2008 01:03   | 
		 
		
			
				
				
				
					
						  
						sauron--the--king
						 Messages: 64 Registered: November 2008  Location: Holland
						
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		Hi, 
I'm trying to make some bots who  
follow a looping waypath in LE.  
They must stop and follow an enemy  
unit when they see one. But when the  
unit is killed, they must return to  
follow their waypath. Any ideas to do this? 
Kind regards, 
Brian 
 
		
		
		[Updated on: Thu, 20 November 2008 12:42] Report message to a moderator  
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			| Re: Patrolling Bots [message #359112 is a reply to message #359016] | 
			Thu, 20 November 2008 09:45    | 
		 
		
			
				
				
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						ArtyWh0re
						 Messages: 665 Registered: June 2008  Location: Hand of Nod
						
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		| Canadacdn wrote on Wed, 19 November 2008 12:25 |   Why did you insist 
on typing your question 
in such a fucked up 
sentence? The enter key 
is not needed this much. 
Kind regards, 
PLECOS
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I actually find it easier to read and take in as the amount he wrote would go across the screen and sometimes might put me off.
		
		
  Check out my C&C Renegade videos! 
http://www.youtube.com/user/Shodan234 
		
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			| Re: Patrolling Bots [message #359802 is a reply to message #359112] | 
			Tue, 25 November 2008 06:02    | 
		 
		
			
				
				
				
					
						  
						sauron--the--king
						 Messages: 64 Registered: November 2008  Location: Holland
						
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		Hi,  
I found a new way to get a patrolling bot. 
If a bot has  "go to object" script on him, 
he will also attack foes on the way. So 
what if you teleport the object which he is 
following, each time he is near it, he will 
turn back and go to the object which is  
teleported now. The object must keep teleporting 
then. I thought I thought I had it functioning, 
but the "JFW_Zone_Send_Custom_Preset_Enter" script 
just won't work. Each time the soldier comes 
in the zone, which is around the object, 
the object must teleport back to the other  
side, so he will keep "patrolling". The object 
will be teleported with "JFW_Teleport_Custom". 
The object had 2 of these scripts attached, one 
for teleporting the item back and the other one 
teleporting it to the place the soldier began. 
For a picture look to the message above. 
Can anyone help me with this? 
Kind Regards, 
Brian
		
		
		[Updated on: Tue, 25 November 2008 06:36] Report message to a moderator  
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			| Re: Patrolling Bots [message #360702 is a reply to message #359802] | 
			Sun, 30 November 2008 08:50    | 
		 
		
			
				
				
				
					
						  
						sauron--the--king
						 Messages: 64 Registered: November 2008  Location: Holland
						
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		Hi, 
I have found a better way in getting  
patrolling bots. I use M03_Patrol_Base. 
But once they saw me they won't continue 
their waypath. The bots walk slow, just 
like the way I want it. Can anyone help? 
Kind regards, 
Brian 
		
		
		
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			| Re: Patrolling Bots [message #360779 is a reply to message #360772] | 
			Sun, 30 November 2008 14:56    | 
		 
		
			
				
				
				
					
						  
						sauron--the--king
						 Messages: 64 Registered: November 2008  Location: Holland
						
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		| CarrierII wrote on Sun, 30 November 2008 15:39 |   DanPaul88 is the man for RenAI AFAIK. 
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I asked DanPaul88 for the patrolling bots. I asked 
him if he would post his answer if he knew it  
right in this forum. 
Kind regards, 
Brian
		
		
		
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			| Re: Patrolling Bots [message #360848 is a reply to message #358964] | 
			Mon, 01 December 2008 01:50    | 
		 
		
			
				
				
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						danpaul88
						 Messages: 5795 Registered: June 2004  Location: England
						
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					General (5 Stars)  | 
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		I usually write my own AI scripts instead of using the generic scripts to give me more flexibility over their behaviour. I am at work at the moment so I can't actually check into this, but try reading the readme.txt (ctrl+f to find any references to waypoint might be a good start) to see if you can find anything useful. 
 
If I remember tonight after work I will have a look to see if any of the scripts do what you want, if not perhaps I will write one to put into 4.0. From my experience with the Renegade AI it is likely that the reason it does not already exist is because when the bot returns to patrolling they will start again from the beginning of the waypath instead resuming from where they got up to. A simple solution would be some daves arrows with an attatched script with a patrol ID and it's order in the patrol, and using another script on the AI to remember which one was the last one it visited, and therefore which one it has to go to next. 
 
Remind me to look into it at some point.
		
		
 
  
		[Updated on: Mon, 01 December 2008 01:57] Report message to a moderator  
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