I change the "Spook" to "units/payday2/characters/ene_swat_heavy_1/ene_swat_heavy_1" and then save and press del, It doesn't change the character ai.
Found this script that Spawns AI, All credit goes to creator.
I am aware that this is on UC as said above All credit goes to creator.
If you want to spawn a different Ai, replace 'Spook' with AI Name.Code:function FollowUnit() local new_objective local valid_criminals = {} for pl_key, pl_record in pairs( managers.groupai:state():all_player_criminals() ) do if pl_record.status ~= "dead" then table.insert( valid_criminals, pl_key ) end end if #valid_criminals > 0 then local follow_unit = managers.groupai:state():all_player_criminals()[ valid_criminals[ math.random( #valid_criminals ) ] ].unit -- pick a random player new_objective = { type = "follow", follow_unit = follow_unit, scan = true, is_default = true } end return new_objective end function SpawnMob() local spawn_point = managers.network:game():get_next_spawn_point() local spawn_pos = spawn_point.pos_rot[1] local spawn_rot = spawn_point.pos_rot[2] local unit_name = Idstring( "units/payday2/characters/ene_spook_1/ene_spook_1" ) local myobjective = FollowUnit() local spawn_ai = { init_state = "idle", objective = myobjective } local unit = World:spawn_unit( unit_name, spawn_pos, spawn_rot ) unit:movement():set_character_anim_variables() end
AI List:
"units/payday2/characters/ene_biker_1/ene_biker_1",
"units/payday2/characters/ene_biker_2/ene_biker_2",
"units/payday2/characters/ene_biker_3/ene_biker_3",
"units/payday2/characters/ene_biker_4/ene_biker_4",
"units/payday2/characters/ene_bulldozer_1/ene_bulldozer_1",
"units/payday2/characters/ene_cop_1/ene_cop_1",
"units/payday2/characters/ene_cop_2/ene_cop_2",
"units/payday2/characters/ene_cop_3/ene_cop_3",
"units/payday2/characters/ene_cop_4/ene_cop_4",
"units/payday2/characters/ene_fbi_1/ene_fbi_1",
"units/payday2/characters/ene_fbi_2/ene_fbi_2",
"units/payday2/characters/ene_fbi_3/ene_fbi_3",
"units/payday2/characters/ene_fbi_heavy_1/ene_fbi_heavy_1",
"units/payday2/characters/ene_fbi_swat_1/ene_fbi_swat_1",
"units/payday2/characters/ene_fbi_swat_2/ene_fbi_swat_2",
"units/payday2/characters/ene_gang_black_1/ene_gang_black_1",
"units/payday2/characters/ene_gang_black_2/ene_gang_black_2",
"units/payday2/characters/ene_gang_black_3/ene_gang_black_3",
"units/payday2/characters/ene_gang_black_4/ene_gang_black_4",
"units/payday2/characters/ene_gang_mexican_1/ene_gang_mexican_1",
"units/payday2/characters/ene_gang_mexican_2/ene_gang_mexican_2",
"units/payday2/characters/ene_gang_mexican_3/ene_gang_mexican_3",
"units/payday2/characters/ene_gang_mexican_4/ene_gang_mexican_4",
"units/payday2/characters/ene_gang_russian_1/ene_gang_russian_1",
"units/payday2/characters/ene_gang_russian_2/ene_gang_russian_2",
"units/payday2/characters/ene_gang_russian_3/ene_gang_russian_3",
"units/payday2/characters/ene_gang_russian_4/ene_gang_russian_4",
"units/payday2/characters/ene_gang_russian_5/ene_gang_russian_5",
"units/payday2/characters/ene_secret_service_1/ene_secret_service_1",
"units/payday2/characters/ene_secret_service_2/ene_secret_service_2",
"units/payday2/characters/ene_security_1/ene_security_1",
"units/payday2/characters/ene_security_2/ene_security_2",
"units/payday2/characters/ene_security_3/ene_security_3",
"units/payday2/characters/ene_shield_1/ene_shield_1",
"units/payday2/characters/ene_shield_2/ene_shield_2",
"units/payday2/characters/ene_sniper_1/ene_sniper_1",
"units/payday2/characters/ene_sniper_2/ene_sniper_2",
"units/payday2/characters/ene_spook_1/ene_spook_1",
"units/payday2/characters/ene_swat_1/ene_swat_1",
"units/payday2/characters/ene_swat_2/ene_swat_2",
"units/payday2/characters/ene_swat_heavy_1/ene_swat_heavy_1",
"units/payday2/characters/ene_tazer_1/ene_tazer_1",
"units/payday2/characters/ene_biker_escape/ene_biker_escape",
}
I change the "Spook" to "units/payday2/characters/ene_swat_heavy_1/ene_swat_heavy_1" and then save and press del, It doesn't change the character ai.
To live is to suffer, but to survive is to find meaning in the suffering.
Dont press delete, just save the file and hit insert when you're in a game.
@FenixFire yes it works Online. If you want I Can provide screenshots.
Since people dont think this works here is some screenshots.
Last edited by OvKL; 09-05-2013 at 09:43 PM.
It doesnt work for me...I copied everything from first post and no spawn.
Do i need to update dll? I have one with delete fuction to spawn ai...
Yea it must be an updated DLL I know if that this must be the correct code but just not the correct DLL. Im going to try another DLL then edit this post if it works.
To live is to suffer, but to survive is to find meaning in the suffering.
@Win32
@jreynolds552
I'm using the old .Dll works fine.
Can you copy and paste the code for the bulldozer because i tried it and it does not work
Here is all my scripts.
Code:-- Message on screen if managers.hud then managers.hud:show_hint( { text = "" } ) end -- debug menu if managers.menu then managers.menu:set_debug_menu_enabled(true) end -- Infinite ammo clip if not _fireWep then _fireWep = NewRaycastWeaponBase.fire end function NewRaycastWeaponBase:fire( from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) _fireWep( self, from_pos, direction, dmg_mul, shoot_player, spread_mul, autohit_mul, suppr_mul, target_unit ) if managers.player:player_unit() == self._setup.user_unit then self.set_ammo(self, 1.0) end end function FollowUnit() local new_objective local valid_criminals = {} for pl_key, pl_record in pairs( managers.groupai:state():all_player_criminals() ) do if pl_record.status ~= "dead" then table.insert( valid_criminals, pl_key ) end end if #valid_criminals > 0 then local follow_unit = managers.groupai:state():all_player_criminals()[ valid_criminals[ math.random( #valid_criminals ) ] ].unit -- pick a random player new_objective = { type = "follow", follow_unit = follow_unit, scan = true, is_default = true } end return new_objective end function SpawnMob() local spawn_point = managers.network:game():get_next_spawn_point() local spawn_pos = spawn_point.pos_rot[1] local spawn_rot = spawn_point.pos_rot[2] local unit_name = Idstring( "units/payday2/characters/ene_bulldozer_1/ene_bulldozer_1" ) local myobjective = FollowUnit() local spawn_ai = { init_state = "idle", objective = myobjective } local unit = World:spawn_unit( unit_name, spawn_pos, spawn_rot ) unit:movement():set_character_anim_variables() end if Network:is_server() then SpawnMob() managers.hud:show_hint( { text = " " } ) end
Man, you could tell me that they are anemy and i have to be a host...
Last edited by Win32; 09-07-2013 at 04:35 AM.
Your code works great for me I must not have had debug menu or something, thanks.
Last edited by jreynolds552; 09-07-2013 at 05:47 AM. Reason: Fixed
To live is to suffer, but to survive is to find meaning in the suffering.
are they supposed to spawn at the ally spawn point? cause every time i run the script it just spawns an enemy beside the van, how could i get them to spawn somewhere else
THIS CODE ONLY WORKS IF YOU'RE HOST
I'm not sure why, but that's the way it was designed.