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Author Topic: Seige Gametype (41 messages, Page 1 of 2)
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JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 12:40 AM    Msg. 1 of 41       
The idea here is that teams can capture mini bases (nodes) around the map, which will spawn A.I. that attacks the enemy team. In the future, I plan to add weapon spawns and vehicles when you capture nodes.

https://www.youtube.com/watch?v=U2kPZmwcfPQ


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Mar 21, 2016 01:23 AM    Msg. 2 of 41       
This is really cool man

Very innovative


FtDSpartn
Joined: May 1, 2009

Thank you.


Posted: Mar 21, 2016 01:45 AM    Msg. 3 of 41       
Looks like it'd be fun to play as long as the AI don't have any major issues in MP.

Edit: Just took a look at your other post, this is some impressive work here. Outstanding job so far!
Edited by FtDSpartn on Mar 21, 2016 at 01:55 AM


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Mar 21, 2016 01:53 AM    Msg. 4 of 41       
from the comments & his earlier thread looks like it's all kosher

am absolutely tickled you have the ambition to go somewhere with this, most people would just stop at syncing but seems like you have plans

hopeful for the future


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 02:05 AM    Msg. 5 of 41       
Thanks, glad people are showing interest in this. I'm working on refining the siege script.

Edit: Another feature I'd like to add is being able to spawn teleporters via switch when you capture a node. Once captured, a tele would appear at your base allowing you and your team to warp back to the node. I'm not sure if this can be done though, I'm looking into it.
Edited by JadeRifter on Mar 21, 2016 at 02:35 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 21, 2016 05:00 AM    Msg. 6 of 41       
This looks very interesting. I'd love to see where this goes!


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 05:32 AM    Msg. 7 of 41       
Quote: --- Original message by: Spartan314
This looks very interesting. I'd love to see where this goes!


Thanks.

A new feature I've implemented is A.I bodyguards that will follow you around the map and shoot enemy players.

This is what I have so far.

https://www.youtube.com/watch?v=7KTygjHkRfg


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Mar 21, 2016 08:31 AM    Msg. 8 of 41       
I really love what you're doing with the AI syncing in halo CE :)


sparky
Joined: Jun 27, 2009

Death does not bring you any closer to God.


Posted: Mar 21, 2016 11:01 AM    Msg. 9 of 41       
...but it's not really AI synchronization. It's a scripting alternative, which still means it doesn't use the same memory tables as AI, therefore has different limitations, and is prone to breaking the related memory tables unless used cautiously and sparingly in relation to those memory tables.

It would still be ideal to actually synchronize novel game memory between server and clients. I think that approach would be the first worth considering successful and adopting (when it works).

A seige gametype like this could be implemented using SAPP, and possibly more easily using Phasor.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Mar 21, 2016 11:31 AM    Msg. 10 of 41       
Weren't you going to sync AI? :I


MrCool
Joined: Aug 17, 2012

Keep it clean


Posted: Mar 21, 2016 12:23 PM    Msg. 11 of 41       
It would be awesome if it didn't all look so buggy


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Mar 21, 2016 12:58 PM    Msg. 12 of 41       
Quote: --- Original message by: sparky
...but it's not really AI synchronization. It's a scripting alternative, which still means it doesn't use the same memory tables as AI, therefore has different limitations, and is prone to breaking the related memory tables unless used cautiously and sparingly in relation to those memory tables.

It would still be ideal to actually synchronize novel game memory between server and clients. I think that approach would be the first worth considering successful and adopting (when it works).

A seige gametype like this could be implemented using SAPP, and possibly more easily using Phasor.

Then give us that friking Zeus program >:0


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 01:27 PM    Msg. 13 of 41       
Quote: --- Original message by: sparky
...but it's not really AI synchronization. It's a scripting alternative, which still means it doesn't use the same memory tables as AI, therefore has different limitations, and is prone to breaking the related memory tables unless used cautiously and sparingly in relation to those memory tables.

It would still be ideal to actually synchronize novel game memory between server and clients. I think that approach would be the first worth considering successful and adopting (when it works).

A seige gametype like this could be implemented using SAPP, and possibly more easily using Phasor.


The ai does sync, it just doesn't sync through the netcode, but through utilizing objects that do sync.

Looks like I'll have to start learning my way around sapp or phasor, but for now I just want to refine my current scripts and get a working siege map template.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Mar 21, 2016 01:28 PM    Msg. 14 of 41       
002 is working on syncing AI, he already got most of it working. It will require a client mod though.


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 03:35 PM    Msg. 15 of 41       
Quote: --- Original message by: altis94
002 is working on syncing AI, he already got most of it working. It will require a client mod though.


The video you showed off had great looking ai, I'd love to try this out.

Also I just want to clarify for anyone, the ai does in fact sync in the maps I released. It works because the ai still physically exist on the server, it's just that clients can't see them because their position/animations/etc doesn't get sent over a network. Their health however does get sent, because biped health does sync, and ai's are made from them. The syncing method just attaches/detaches a custom vehicle with the model/animations of the character to the host ai so all of the clients can see and fight against them without trouble.

Edit: Another way you can tell is by looking at the projectiles. I have them set to be ran by the server, and they match up with the ai representations (charvehicles).
Edited by JadeRifter on Mar 21, 2016 at 03:54 PM


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Mar 21, 2016 03:46 PM    Msg. 16 of 41       
You should take a look at this if you haven't seen it http://opencarnage.net/index.php?/topic/5231-syncing-biped-location/


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 04:00 PM    Msg. 17 of 41       
Quote: --- Original message by: altis94
You should take a look at this if you haven't seen it http://opencarnage.net/index.php?/topic/5231-syncing-biped-location/


That's cool, you can even see the damage effects and shield depletion. You can't see these as a client on the map I released because the bipeds are frozen in place for clients when they load the map, while the charvehicles with no collision continue to match up with the ai on the host.
Edited by JadeRifter on Mar 21, 2016 at 04:02 PM


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Mar 21, 2016 04:05 PM    Msg. 18 of 41       
Quote: --- Original message by: altis94
002 is working on syncing AI, he already got most of it working. It will require a client mod though.


Link to the vid plz


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Mar 21, 2016 04:51 PM    Msg. 19 of 41       
There you go.


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Mar 21, 2016 06:21 PM    Msg. 20 of 41       
Quote: --- Original message by: JadeRifter

Thanks, glad people are showing interest in this. I'm working on refining the siege script.

Edit: Another feature I'd like to add is being able to spawn teleporters via switch when you capture a node. Once captured, a tele would appear at your base allowing you and your team to warp back to the node. I'm not sure if this can be done though, I'm looking into it.
Edited by JadeRifter on Mar 21, 2016 at 02:35 AM



That feature would be excellent in maps like "The Floods" (1-3) and the "Area" levels, which desperately needed some kind of checkpoint system.


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Mar 21, 2016 06:44 PM    Msg. 21 of 41       
Quote: --- Original message by: altis94
There you go.
http://puu.sh/nOYPw/00ae629c60.png


Ah thx, didn't see it somehow xD

Quote: --- Original message by: WWLinkMasterX
Quote: --- Original message by: JadeRifter

Thanks, glad people are showing interest in this. I'm working on refining the siege script.

Edit: Another feature I'd like to add is being able to spawn teleporters via switch when you capture a node. Once captured, a tele would appear at your base allowing you and your team to warp back to the node. I'm not sure if this can be done though, I'm looking into it.
Edited by JadeRifter on Mar 21, 2016 at 02:35 AM



That feature would be excellent in maps like "The Floods" (1-3) and the "Area" levels, which desperately needed some kind of checkpoint system.


SO TRUE! I really want to see "The Floods" with proper AI systems :)
Edited by lolslayer on Mar 21, 2016 at 06:46 PM


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 21, 2016 06:53 PM    Msg. 22 of 41       
I've thought of a way to spawn teles when you capture a node, I'll try to implement this.

Idea for tele spawn when capture node

- Have device control setup as switch

- When switch active, script that teleports players becomes active, and tele objects spawn where the teleporters are.

Edit: I got this to work

(script continuous spawnredtele1
(begin
(sleep_until
(= is_host true))
(if
(= is_host true)
(begin
(sleep_until
(= (device_get_position redswitch) 1.0))
(begin
(if
(= (volume_test_objects_all redtelevol (players)) true)
(begin
(object_teleport (list_get (players) 0) redNode1)
(object_teleport (list_get (players) 1) redNode1)
(object_teleport (list_get (players) 2) redNode1))))))))

The teleporter will appear at the base, guarded by A.I. turrets, etc.
Edited by JadeRifter on Mar 21, 2016 at 07:23 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 21, 2016 07:32 PM    Msg. 23 of 41       
K.


MrCool
Joined: Aug 17, 2012

Keep it clean


Posted: Mar 22, 2016 10:54 AM    Msg. 24 of 41       
So it seems sapp will be the future of synced ai? Not that I am saying the synced biped thing is it, but maybe in the future?


sparky
Joined: Jun 27, 2009

Death does not bring you any closer to God.


Posted: Mar 23, 2016 09:35 AM    Msg. 25 of 41       
I would surmise that synchronization of memory tables and other information will require increased bandwidth, more than the current 1 KB per second per player. 002 has been doing something with AI synchronization; I've presented my ideas for what I consider the most legitimate way of doing it. In any case, SAPP is not necessary to use for the approach of memory table synchronization. However, it is possible to make a .lua script to use with SAPP which could run on the server side as a kind of program. I wouldn't work within the limitations of SAPP, though. I would do what I was doing before: develop a separate application that reads and writes to the game memory and uses a separate network connection.

In my case, the only roadblock was in the networking -- how to manage the threads for connections. See, when you're talking about having more than 16 players in a game, which is what I was working on, then having a thread per player is not ideal.


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Mar 23, 2016 10:36 AM    Msg. 26 of 41       
Quote: --- Original message by: sparky
I would surmise that synchronization of memory tables and other information will require increased bandwidth, more than the current 1 KB per second per player. 002 has been doing something with AI synchronization; I've presented my ideas for what I consider the most legitimate way of doing it. In any case, SAPP is not necessary to use for the approach of memory table synchronization. However, it is possible to make a .lua script to use with SAPP which could run on the server side as a kind of program. I wouldn't work within the limitations of SAPP, though. I would do what I was doing before: develop a separate application that reads and writes to the game memory and uses a separate network connection.

In my case, the only roadblock was in the networking -- how to manage the threads for connections. See, when you're talking about having more than 16 players in a game, which is what I was working on, then having a thread per player is not ideal.


More then 16 players would be awesome af though :)


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 23, 2016 12:02 PM    Msg. 27 of 41       
How much of a toll would the server take to sync just the animation/location of bipeds, and not the actual A.I. data? I'm no network expert, just wondering.

I'll also try to post an update to the siege stuff today.


OctaVinyl
Joined: Dec 8, 2015

¡Voy A comer tù corazon!


Posted: Mar 23, 2016 12:39 PM    Msg. 28 of 41       
Siege. A custom game type with AI. Seems like Warzone or something.
Maybe some MOBA things. Well, I guess AI won't sync easily with that going on. Maybe someday someone could do so.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 23, 2016 12:39 PM    Msg. 29 of 41       
Awaiting updates.


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 23, 2016 11:53 PM    Msg. 30 of 41       
I did improve the follow script, so here's an update of it.

https://www.youtube.com/watch?v=PF7gJTvTp_k

Edit: I got something else to work as well.

https://www.youtube.com/watch?v=lkNh_pGHLQw
Edited by JadeRifter on Mar 24, 2016 at 06:28 AM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 24, 2016 12:26 PM    Msg. 31 of 41       
Quote: --- Original message by: JadeRifter

https://www.youtube.com/watch?v=lkNh_pGHLQw
Edited by JadeRifter on Mar 24, 2016 at 06:28 AM


Completely unrealistic. But cool.


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 24, 2016 02:30 PM    Msg. 32 of 41       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: JadeRifter

https://www.youtube.com/watch?v=lkNh_pGHLQw
Edited by JadeRifter on Mar 24, 2016 at 06:28 AM


Completely unrealistic. But cool.


Whats unrealistic, besides for the second explosion? That can be fixed anyway.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 24, 2016 02:35 PM    Msg. 33 of 41       
Quote: --- Original message by: JadeRifter
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: JadeRifter

https://www.youtube.com/watch?v=lkNh_pGHLQw
Edited by JadeRifter on Mar 24, 2016 at 06:28 AM


Completely unrealistic. But cool.


Whats unrealistic, besides for the second explosion? That can be fixed anyway.


The fact that covenant tech explodes in blue stuff where as human stuff explodes in yellow stuff.



JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Mar 24, 2016 02:37 PM    Msg. 34 of 41       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: JadeRifter
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: JadeRifter

https://www.youtube.com/watch?v=lkNh_pGHLQw
Edited by JadeRifter on Mar 24, 2016 at 06:28 AM


Completely unrealistic. But cool.


Whats unrealistic, besides for the second explosion? That can be fixed anyway.


The fact that covenant tech explodes in blue stuff where as human stuff explodes in yellow stuff.

http://www.ascendantjustice.com/files/cocop/The%20Ark/The%20Ark%20Large/ScarabTakedown2-large.jpg


I was pretty exhausted at the time, so I just made it the pelican explosion to be done. I can change that later.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 24, 2016 02:40 PM    Msg. 35 of 41       
Quote: --- Original message by: tarikja
Quote: --- Original message by: Super Flanker
The fact that covenant tech explodes in blue stuff where as human stuff explodes in yellow stuff.

http://www.ascendantjustice.com/files/cocop/The%20Ark/The%20Ark%20Large/ScarabTakedown2-large.jpg

Did you ever play Halo 1?


No.

But it still doesn't mean that the incoherence can't be amended.

 
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