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Kismet and Bot pathing

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    Kismet and Bot pathing

    I am working on making Assault style map in UT3 and most everything is going pretty smoothly. I got most everything working except the bots completing the obj.
    I am sure its just something small I am overlooking. This is my thought process.

    I have an area trigger set up so that when a bot enters a certain area around the objective, it triggers a touch and links up to a Start Firing At kismet action, for some reason all the bots do is look at the target, which is a good start at least I know something is working, but they will not fire. I have been messing with the different options and nothing seems to work.

    If anyone has any insight into my problem I would appreciate it.

    #2
    From my experience you have to freeze the bot first then use Start Firing At, if you do freeze it.. you will have to add a check to see if the objective is completed, destroyed or add a timed check to issue the unfreeze or it will stay frozen forever.

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      #3
      Freeze'ing the bots let me see some interesting things. For some reason it freezes all bots, not just the one that triggered it. There still not firing, but I think it might be do to my variables. It seems that I am having the function hit all of the bots and not just the one hitting the trigger. It also hits all the bots on the other team.
      So how do I go about just targeting the bot that triggers the function?

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        #4
        You need an object variable plugged into the instigator of the trigger volume so Kismet knows what or who triggered the event. Then link it to the target of the freeze.

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          #5
          thanks for your help, that works for only hitting one of the bots,

          there still not firing though. They just look at what there supposed to fire at.

          I have it going from the trigger, to the freeze, to the StartFiringAt, the targets of all is the object variable which is the instigator of the trigger. The fire at is the interpActor I want them to fire at.

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            #6
            A very simple setup looks like this



            A few things you could try..

            Did you try enabling bAllowWeaponFiring in the Freeze?

            Have you tried changing the ForcedFireMode property in StartFiringAt to 0 or 1 ( IIRC 0= primary and 1=secondary)

            I have used the values before while testing scripted bots using a DalkWalker, but they were 100% scripted i.e. movement/firing/target selection/ect.. its been a while since i messed with them though

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              #7
              having the forced fire mode to 0 or 1 was part of the problem. It defaults to 255 for some reason so I thought that might be right.

              now, the bots are really freaking me out. I have been testing this with different objects. The obj I want them to fire at in an interpActor. They will not fire at that or static meshes'. However they will fire at a door that I have a matinee sequence through. Once the matinee is triggered they fire away. Which got me pretty excited. Except that they wont fire at is w/o a matinee.
              Which is odd, so im probably just going whip up a small ambient matinee for what I want them to fire at.
              Thanks for your help though. I really appreciate it!

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                #8
                whats the status

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                  #9
                  Is it possible to make my bots fight one shot instead of simultaneous shot. I have a KActor and once fired, it should drop but my problem is, my AI will keep firing... any solutions to this problem?

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