Call of Duty bo3: Procedural Traverses (Stock AI): Difference between revisions

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<center><videoflash>VpBEFvVcW50</videoflash></center>
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Procedural traverses are sort off “Dynamic”, it does not use an set animation like the other traverses. To enable this on the AI you have to setup a few things, i will show first on how to do this on stock provided AI. We have to modify or duplicate an existing spawner, in this case i will modify the “archetype_zm_factory_zombie” which can be found in APE. Change the settings as displayed on the images.
Procedural traverses are sort off “Dynamic”, it does not use an set animation like the other traverses. To enable this on the AI you have to setup a few things, i will show first on how to do this on stock provided AI. We have to modify or duplicate an existing spawner, in this case i will modify the “archetype_zm_factory_zombie” which can be found in APE. Change the settings as displayed on the images.

Revision as of 03:00, 16 June 2018

<videoflash>VpBEFvVcW50</videoflash>

Procedural traverses are sort off “Dynamic”, it does not use an set animation like the other traverses. To enable this on the AI you have to setup a few things, i will show first on how to do this on stock provided AI. We have to modify or duplicate an existing spawner, in this case i will modify the “archetype_zm_factory_zombie” which can be found in APE. Change the settings as displayed on the images.

Now in radiant you can add 2 nodes “node_negotiation_begin” and “node_negotiation_end”, you will have to link the begin to the end. Below is how it’s setup, you have to check the “PROCEDURAL” checkbox and the “human” checkbox for the movement type since that’s how it’s setup in APE.

Now the AI will traverse from one node to the other one, it works in 2 ways so you don’t have to duplicate and rotate it around.