View Full Version : Switching teams
Brooksy
11-12-2007, 06:42 AM
In my map I made I wanted to play as cole but with the normal teamates of Marcus, Dom and Baird. Playing as Cole was no problem, i just possesed him with the possess pawn kismet action, but at first Marcus just stood there and did nothing. I was able to fix that with the assign controller action (Marcus doesnt have his own AI so i gave him Hoffmans)..
Now he runs around and shoots instead of just standing there, but the problem is, he thinks he is a locust and shoots the COG characters :confused:
Can anybody help me switch his team back to tthe COG?
Oh yeh! Theres also the problem that when I retalliate and attack him back, if i down him, I cant revive him, I can only curb stomp him..
Thanks in advance
Brooksy
11-12-2007, 08:23 AM
Never mind.. fixed it myself.. then went a little crazy and started putting wretches and berserkers on my team :D:p:cool:
Reverse
11-12-2007, 09:05 AM
I've been trying to change the character your playing as but I don't know how to do it, maybe you could give a little step by step tutorial? :)
Brooksy
11-12-2007, 10:06 AM
ummm ok well the first thing you need to do is create an AI Factory action (New Action -> AI -> AI Factory)
Then change to the character you want to be by going into the AI factory properties and adding a spawn set with an AIType of the character you want to be..
Then connect the little black 'spawn' button to whatever it is you want to trigger the event (probably a 'Level loaded and visible' event)..
Then create a possess pawn action (New Action -> Pawn -> Possess Pawn)
Then create a new marcus player variable (New Variable -> Player -> Marcus)
Then connect the target button of the possess pawn action to your marcus variable
Then make a new object variable (New Variable -> Object -> Object)
Then change the VarName property of that object variable to something you'll remember (Something like MyNewCharacter or something)
Then create a named variable (New Variable -> Named Variable)
In the 'FindVarName' property of that named variable, type what you entered for the other variable (MyNewCharacter if you used my example)
Now connect the 'Target Pawn' button of your Possess Pawn action to your named variable
Then connect your 'In' button of your Possess Pawn action to the 'All spawned' button of your AI Factory Action
That should do it i think.. hopefully i didnt miss anything :confused:
oh yeh, one last thing.. after changing your character Marcus will just stand there and do nothing, so if you want to get rid of him, tick the bKillOldPawn' button in the possess pawn properties
Now because the character your now controlling was originally computer controlled, his main weapon will have infinate ammo, which you can change by creating a give inventory action, which i wont go into here.. unless asked otherwise of course..
Once you have your new character you can just respawn marcus.. though you cant create marcus with an ai factory action i learner.. after a while i learned that you COULD respawn him using an actor factory ex action instead, which again, i wont go into..
Hopefully i didnt miss anything out.. So, uh.. yeh...
Oh yeh, one more thing! Its funny to run around as a wretch, which you can do using this method (or any other enemy for that matter) :p
Reverse
11-12-2007, 10:55 AM
It didn't work for me.. maybe I did something wrong, anyway this is what it ended up looking like: http://img144.imageshack.us/img144/5521/playerzb4.jpg
Also, it would be great if you'd post how to get rid of infinate ammo aswell, I'm considering makeing an SP map so :p
Brooksy
11-12-2007, 11:41 AM
Looks good, except for the fact you didnt specify a place to spawn.. you need to connect that 'spawn points' part of your AI factory up to something.. My fault since i forgot to post that part in that little guide.. if you dont know how to put a starting place you could go into the level editor part, right click on the floor somewhere that you want to start and then choose Add actor -> Add PathNode, then with it still highlighted go into the kismet editor, right click and click 'New object var using pathnode' or something like that
Oops, forgot one last thing, right click on your AI Factory, go Expose Variable -> Set 1 [1] and hook that up to your named variable.. in your case Reverse, that do hickey that says <PlayerBaird> thats connected to your Possess Pawn action
I was originally not doing it and just remembering what i did, but after you said it didnt work for you i re-did it copying your picture, and with those 2 added bits it should work fine :D
Brooksy
11-12-2007, 11:50 AM
a way to get rid of infinate ammo is to give the character a new set of guns by..
Making a new 'Give Inventory' action (New Action -> Pawn -> Give Inventory)
Connecting the 'In' part of that action up to the 'Out' part of the possess pawn action
In the properties of the 'Give Inventory' action under the 'Inventory list' add the guns you want to give the character to start with and tick the bClearExisting box.. his infinate ammo weapon will be replaced..
The other alternative way of getting rid of an infinate ammo gun is to just pick up a different gun like normal.. if you go and pick up the infinate ammo gun you dropped, infinate ammo will be gone
Reverse
11-12-2007, 01:04 PM
Thanks, working now :)
EDIT: Well sort of, I got the char to spawn but I can't get him to spawn with only 2 weapons, he still got all 4 (Lancer, Gnasher, COG Pistol and 4 Granades) and the Lancer got 999 ammo. I tryed to change so I became a Theron Guard when I spawned and I got 999 ammo to the Bow ^^ anywho, I'm still trying to get this fixed :)
Reverse
11-12-2007, 09:56 PM
'lil help here please, still ain't got it right
EDIT: I got it now, finally :D
axelzellalex
10-10-2009, 05:23 AM
Brooksy, how did you get him to stop shooting you ?
When i place a COG chara he seems to think he is locust and kills me with no mercy lol
Slayer_2
10-27-2009, 10:21 PM
So did anyone find a way around the weapon and health problems? I want my Theron to spawn with ONLY a Boltok and with regenerating health, but instead he has the usual full loadout and his health doesn't regenerate. Also I'm having the problem with my Theron being friendly to COGs and hating other Locusts....
P.S. Anyone else try playing as General RAAM? It's actually quite amusing :D
JUGGERNUT
10-29-2009, 10:52 PM
So did anyone find a way around the weapon and health problems? I want my Theron to spawn with ONLY a Boltok and with regenerating health, but instead he has the usual full loadout and his health doesn't regenerate. Also I'm having the problem with my Theron being friendly to COGs and hating other Locusts....
P.S. Anyone else try playing as General RAAM? It's actually quite amusing :D
Yeah, before you possess em, you need to give them their own ai, take a look at my campaign in the editor, the locust base...
(do not try to play my campaign in the editor, it is published and can only be played in-game)
Everything you've said is basically what I've already managed to get around....
And yes, playing as the real RAAM is cool, unfortunatly I couldn't control the kryll around him.
Slayer_2
10-30-2009, 05:09 PM
I see, but how will I look at your campaign in the editor if it has been published? A simple screenshot of the Kismet could work as well.
The Kryll might be controllable through Kismet. I'm gonna look into it.
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