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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Ai and Vehi idea???

Author Topic: Ai and Vehi idea??? (25 messages, Page 1 of 1)
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Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 31, 2009 10:30 PM    Msg. 1 of 25       
it has been suggested before. the vehicle aspect would sync, but the aiming vectors for the ai would not. that, and you are cutting off a huge amount of abilities that an ai normally has, like grenades and strafing and such.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 31, 2009 10:46 PM    Msg. 2 of 25       
no, listen to me: even if they could do all that stuff from inside a vehicle, their aiming vectors and firing patterns will NOT sync


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 31, 2009 10:56 PM    Msg. 3 of 25       
Quote: --- Original message by: Lord_Lelouch
I see.... oh well... maybe would starting a Ai model from scratch and making it looks like a vehicle work????

no, seriously, read what im typing here: the aiming vectors will not sync. it has nothing to do with models or anything like that


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 31, 2009 11:13 PM    Msg. 4 of 25       
Quote: --- Original message by: Lord_Lelouch

Hmmm... I see nvm then thanx anyway

but just curious why do sentinels sync?? or is that something different?
Edited by Lord_Lelouch on May 31, 2009 at 11:07 PM

they dont


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 31, 2009 11:18 PM    Msg. 5 of 25       
Bungie didn't need them to transfer over the internet, because they didn't have AI in the multiplayer games on the Xbox. When Gearbox ported the game, they also saw no need to sync AI.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 31, 2009 11:19 PM    Msg. 6 of 25       
Quote: --- Original message by: Lord_Lelouch
So then lol why did bungie make them if they don't even work right sigh...

they do work correctly. they are ai, and ai data is not transferred to the clients because ai were intended for single player only and single player doesnt need to sync...


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 31, 2009 11:28 PM    Msg. 7 of 25       
the whole thing seems absolutely ludicrous. if youre not trying to sync the ai, why would you put them in vehicles? they work without being in vehicles


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 31, 2009 11:49 PM    Msg. 8 of 25       
But if it's SP, you can script events to happen, and force AI to get into vehicles. You also don't WANT AI to respawn, because that looks plain unnatural in SP levels.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 31, 2009 11:58 PM    Msg. 9 of 25       
For air battles, it would be a waste of time and tagspace to create flying AI vehicles in the sky. Perhaps an animated sky?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:01 AM    Msg. 10 of 25       
You don't understand. For MP maps, there's a 128 mb limit. If the map exceeds that limit, it will not compile.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:17 AM    Msg. 11 of 25       
Heh. You obviously haven't seen my map. It took me days on end to figure out how to compile. I had to remove so many things before it would. Take a large map, stick it full of weapons, and then add AI, and see how much tagspace you have left.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:21 AM    Msg. 12 of 25       
That's Bungie. Other people have larger maps. CMT said that SPv2 averages around 350 MB per map.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:26 AM    Msg. 13 of 25       
SPv2 is made up of SP maps. According to Masters, the limit is 400 MB, but it all depends on the number of BSPs in the map. He wrote an article on that at Modacity, that each BSP is like a container for the tags. The more BSPs, the more tagspace available. If it overflows, then you can't compile.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 1, 2009 12:27 AM    Msg. 14 of 25       
Quote: --- Original message by: Gamma927
That's Bungie. Other people have larger maps. CMT said that SPv2 averages around 350 MB per map.


They used Open Sauce, didn't they?

Tagspace is tagspace. For beginners, its easy to forget about tagsapce and make your own map, but as you try more advanced stuff, tagsapce is a constant problem. I find it immensly irritating when I make a map, tool fails to compile, I have to remove a lto of AI and such before it compiles.

As for vehicle AI, it will look damn weird if no one was in the vehicles and they were driving themselves, no?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:29 AM    Msg. 15 of 25       
Have you tried that?


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 1, 2009 12:32 AM    Msg. 16 of 25       
Quote: --- Original message by: Lord_Lelouch
So add more BSP add a BSP that you wont use... wouldn't that fix the tag issue... or for example add a BSP thats just a little bridge that maybe the size of Georophobyia "i think that how you spell it idk i prolly way off" and then just dont put weapons in that bridge and make it like a pass through >.<


The more BSPs there are, the more tagspace it will consume. For example, if you had three BSPs which are 2 MB, and add one that's 3 MB, that one will bring tagspace down by 1 MB.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 1, 2009 12:35 AM    Msg. 17 of 25       
Quote: --- Original message by: Lord_Lelouch
so they all have to be the same MB sounds like a lot of calculating!?


*facepalm* the more MBs you have for the BSPs, the more tagspace it will use.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:36 AM    Msg. 18 of 25       
And people ask "When am I ever going to use this?" in math class...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:39 AM    Msg. 19 of 25       
BSPs do increase tagspace, just they also consume tagspace. There is a net gain.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 1, 2009 12:42 AM    Msg. 20 of 25       
Quote: --- Original message by: Lord_Lelouch
I'm not sure if that B+ in Algebra II is even helping me now =(

But anyway is it possible to make a vehicle an Ai?? I'm kinda guessing at this point it is


Yes it is. It will look stupid though. What purpose does in serve anyway?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:48 AM    Msg. 21 of 25       
Quote: --- Original message by: Lord Lelouch
there also a limit to Vehicles you can put in without scripting and scripting vehicles to spawn means when they lose their pilot and respawn they don't always respawn in right spot....

Check whether the pilot of a vehicle is dead or not. If he is, create him again, create the vehicle again, and reload the pilot into the vehicle using ai_command_list.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 12:53 AM    Msg. 22 of 25       
Quote: --- Original message by: Lord_Lelouch
scripts can be just as bad as trying to load vehicles into sapien or maps.... so if you make a command list wrong or the vehicle is scripted an doesn't spawn in exactly right spot the elite or marine wont even bother to get into vehicle... and once again stupid matter of ai are idiots...


I don't use command lists.
http://www.xfire.com/video/bd511/

No command lists were used, except for the warthog. Since the warthog fell off the cliff, it represents how unreliable command lists are. For the foot infantry, I had firing positions set up everywhere, and had them "magically see" the enemy encounter. As you can see in the video, they stop and fire when necessary, and run when they deem the area to be safe. Quite unlike those standard AI mods with command lists running everywhere.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 01:00 AM    Msg. 23 of 25       
The warthog actually does make it a few times. It makes it 10 out of 10 times in Sapien. This isn't the first time that the warthog won't run properly ingame. Concentrate on the marine AI. Those were the only things I improved, as you can notice from the Covenant infantry being slaughtered in the beginning.


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Jun 1, 2009 12:23 PM    Msg. 24 of 25       
Find Warlord on halomods, he made his dalek model into a ai / biped / vehicle. You just have to give it simple ai animations and not allow it to use any of the other animation parameters.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2009 07:32 PM    Msg. 25 of 25       
Quote: --- Original message by: Lord_Lelouch

ahh true but lack of rocket marine gave wraith an advantage in end >.> still wraith ai driver killed his fellow ghost allies >.> they shouldn't friendly fire so much only reason i can see they did that would be because of magic sight the wraith could see marines behind hill and attacked hill like a botter shooting at hill in bg when you hide behind it.

It looked nice warthog the ai speed should be slowed down to allow it to make bridge more... the fact it jumps over the hill before bridge gives it less traction so it will half the time fall over...

back to my vehicle ai though i dont really want them for ground troops they more for air battles because ai in the air drive like stupid people... i want them to be smarter like sentinels
Edited by Lord_Lelouch on Jun 1, 2009 at 01:08 AM

I only did magic sight on the marines. As you can see, the Covenant didn't attack the marines. It was the other way around. There were rocket marines, but they died early in the level.

Also, sentinels have a different flight pattern than starfighters. Sentinels are far more maneuverable than a Longsword, and Longswords can't exactly stop, and turn very quickly.

 

 
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