A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Syncing AI components.

Author Topic: Syncing AI components. (28 messages, Page 1 of 1)
Moderators: Dennis

DeadHamster
Joined: Jun 8, 2014


Posted: Jan 31, 2017 08:55 PM    Msg. 1 of 28       
To be very clear Dennis; I understand perfectly the limitations of the netcode.

What are the best methods the community has come up with?

Right now the best I've done is a modified method of Kirby's: attaching/detaching of vehicles with biped models. My modification was running it on a Combat Evolved dedicated server; this allowed the hosted map to contain the scripts and the client maps to have no spawning scripts.

This prevented all dummyl bipeds or ghost ai.


I saw in a thread an Altis method, no description however. I've heard of Kirby say he used particles or something instead of vehicle models.

What else is out there that will sync AI position and orientation? Anything new?


Edit: Also what are the object limits for kirby's method? How many AI can it contain at a time? I'm interested in applying something as a CoOp version of my New Mpmbasa mod, alongside the SP version. The way the map is designed makes it possible to implement with some heavy modifications. The spawning is 100% script based as is.
Edited by DeadHamster on Jan 31, 2017 at 08:59 PM


JadeRifter
Joined: Dec 20, 2015


Posted: Feb 1, 2017 12:02 AM    Msg. 2 of 28       
Converting it to PC is pointless, you are far better off using a host detection script. There are some great ones around here and elsewhere. Dummies are easy to get rid of. The script below is the best I've seen so far, it works because clients don't get the names of named objects

(global boolean is_host false)

(script startup detectHost
(if (!= (unit_get_health "host_vehicle_name") -1)
(begin
(set is_host true)
)
)
)


I don't remember the object limit, but I had a map that used kirby's method for syncing and it had like 15 or 20 per base on bloodgulch.

With external tools and scripts, I've seen someone sync the position and animations of ai. Think the name was 002. It was by far the best I've seen.
Edited by JadeRifter on Mar 24, 2017 at 06:41 AM


SBB_Michelle
Joined: Nov 4, 2015

I am me!


Posted: Feb 1, 2017 12:29 AM    Msg. 3 of 28       
Convince this guy to release his thing, it is the best method.

http://opencarnage.net/index.php?/topic/5231-syncing-biped-location/&do=findComment&comment=72339

http://opencarnage.net/index.php?/topic/6099-proof-of-concept-fixing-the-console-fade-time/#comment-83228

Otherwise there is altis' zombie syncing thing using sapp lua scripting.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Feb 1, 2017 03:41 AM    Msg. 4 of 28       
My method is similar to Kirby's, it just spawns vehicles on the biped constantly. It's not an efficient way of syncing AI but you can sync up to 150 AI.


OrangeJuice
Joined: Jan 29, 2009

discord was killing the forums anyways


Posted: Feb 1, 2017 03:56 AM    Msg. 5 of 28       
I like how all of the Scenyx community's modding secrets died with it. If you catch my drift

Bit of an oversight.
Edited by OrangeJuice on Feb 1, 2017 at 03:58 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 1, 2017 04:24 AM    Msg. 6 of 28       
Quote: --- Original message by: OrangeJuice
http://forums.xbox-scene.com

I had no idea this was even a thing


lolslayer
Joined: Mar 21, 2015

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


Posted: Feb 2, 2017 04:35 AM    Msg. 7 of 28       
Quote: --- Original message by: OrangeJuice

I like how all of the Scenyx community's modding secrets died with it. If you catch my drift

Bit of an oversight.
Edited by OrangeJuice on Feb 1, 2017 at 03:58 AM


Things like this make me feel sad


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 2, 2017 08:53 AM    Msg. 8 of 28       
Quote: --- Original message by: OrangeJuice

I like how all of the Scenyx community's modding secrets died with it. If you catch my drift

Bit of an oversight.
Edited by OrangeJuice on Feb 1, 2017 at 03:58 AM


Was never there and don't catch your drift unfortunately. Not sure what 'secrets' there are to modding.

If it's something that can help, please clue me in or send a PM if it can't be public.


Alkatjo
Joined: Nov 24, 2014


Posted: Feb 12, 2017 03:19 AM    Msg. 9 of 28       
There are a lot of secrets that were "hidden" strictly so other people wouldn't have access to create new content.

Those type of forums strictly shunned those who didn't know a lick of modding. IIRC there was a mediafire or github somehere with a ce pc multiplayer prototype, but it was nothing but numbers and a couple ai on bloodgulch, probably the scripts from xbox's halo at work.


altis94
Joined: Oct 5, 2012

What doesn't ban me makes me stronger


Posted: Feb 12, 2017 04:56 AM    Msg. 10 of 28       
Here's a small update on my method https://www.youtube.com/watch?v=SmYJTnL5eVE. Now I synced the fake biped velocities which makes them look much smoother. I don't think you could find a better way of syncing AI without client mods.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Feb 14, 2017 05:07 PM    Msg. 11 of 28       
Quote: --- Original message by: DeadHamster
To be very clear Dennis; I understand perfectly the limitations of the netcode.
I am not the one you need to convince. Reality has already asserted itself on the matter.


Docer
Joined: Jul 10, 2014


Posted: Feb 17, 2017 12:19 AM    Msg. 12 of 28       
This is a very dumb question but can we copy the netcode from the xbox version to put it in the PC version?


JadeRifter
Joined: Dec 20, 2015


Posted: Feb 17, 2017 01:01 AM    Msg. 13 of 28       
Quote: --- Original message by: Docer
This is a very dumb question but can we copy the netcode from the xbox version to put it in the PC version?


No.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 17, 2017 01:43 AM    Msg. 14 of 28       
Quote: --- Original message by: Docer
This is a very dumb question but can we copy the netcode from the xbox version to put it in the PC version?

there is no netcode in the xbox version.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 17, 2017 09:59 AM    Msg. 15 of 28       
Dennis changed his avatar everyone.


lolslayer
Joined: Mar 21, 2015

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


Posted: Feb 17, 2017 12:20 PM    Msg. 16 of 28       
Quote: --- Original message by: Super Flanker
Dennis changed his avatar everyone.


Saw it too, 2001 a space oddysee I think


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 17, 2017 12:25 PM    Msg. 17 of 28       
Quote: --- Original message by: lolslayer
Quote: --- Original message by: Super Flanker
Dennis changed his avatar everyone.


Saw it too, 2001 a space oddysee I think


Oh thought it was Stargate. (I'm a sci-fi pleb leave me alone!)

Someone needs to make a change log thread logging all of Dennis's various activities ranging from avatar changes, funny quotes, bans and the like.


Jesse
Joined: Jan 18, 2009

Discord: Jesse#4500


Posted: Feb 18, 2017 12:00 AM    Msg. 18 of 28       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: lolslayer
Quote: --- Original message by: Super Flanker
Dennis changed his avatar everyone.


Saw it too, 2001 a space oddysee I think


Oh thought it was Stargate. (I'm a sci-fi pleb leave me alone!)

Someone needs to make a change log thread logging all of Dennis's various activities ranging from avatar changes, funny quotes, bans and the like.


And the websites he visits. We can get to know him quite intimately...


Dennis

Joined: Jan 27, 2005

"We are made of starstuff. ― Carl Sagan


Posted: Feb 18, 2017 03:11 AM    Msg. 19 of 28       


sparky
Joined: Jun 27, 2009

sparky#0096


Posted: Feb 18, 2017 12:00 PM    Msg. 20 of 28       
That explains your demeanor; "the eye is the lamp of the body". If I could remove one item from that list, it would be the huffingtonpost Democratic news propagan-- I mean, free liberal news web site. But to each their own. <.<

alienation intensifies

At least you listed your own web site. Some of us do not even do that little.

--

Artificial Intelligence is not what you want synchronized. Rather, you want the **results** synchronized. The Artificial Intelligence does not get synchronized over the Internet, it is the memory table that stores the data which gets synchronized. That means something needs to change in the client's game memory. Synchronizing game memory typically involves more than a single group of memory, and furthermore, the best approach of injecting a command to send the data over the network will still result in an unacceptable latency, even if you were to send the information to your own computer, as shown here:

https://www.youtube.com/watch?v=B8Ypc0tWjTY

Halo spams UDP (one-way) packets which is why when there is severe latency, you get warping. Warping is an indication that the client is relying upon the server for the information. That means the client needs to be modified to rely upon the server's information. If you can pair what it already does rely upon from the server with what you want it to rely upon from the server (but these are limited such as using projectiles like this -- https://www.youtube.com/watch?v=uzQo7NhKG04 -- which again means you have to override the limited buffer of that kind of information by pointing to a new memory region in the client memory) then you can get it to be somewhat playable. Playable does not mean perfectly synchronized, or even synchronized as much as other players are synchronized. It is much more involved to increase the maximum number of players beyond 16 than it is to synchronize data from the server's memory tables to the client's memory tables -- but both would require adjustments to the server memory and the players' game memory.
Edited by sparky on Feb 18, 2017 at 12:14 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 18, 2017 04:48 PM    Msg. 21 of 28       
Eyy sparks.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Feb 19, 2017 04:28 AM    Msg. 22 of 28       
Didn't you like
leave forever
or something


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 19, 2017 05:04 AM    Msg. 23 of 28       
Quote: --- Original message by: Spartan314
Didn't you like
leave forever
or something


I think if anything this goes to show that you can never truly leave HMF.


lolslayer
Joined: Mar 21, 2015

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


Posted: Feb 19, 2017 07:46 AM    Msg. 24 of 28       
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Spartan314
Didn't you like
leave forever
or something


I think if anything this goes to show that you can never truly leave HMF.


FtDSpartn
Joined: May 1, 2009

Thank you.


Posted: Feb 20, 2017 04:15 AM    Msg. 25 of 28       
Quote: --- Original message by: lolslayer
Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Spartan314
Didn't you like
leave forever
or something


I think if anything this goes to show that you can never truly leave HMF.


Can confirm, am still here.

I remember when there were so many posts on this subject it wasn't even funny.


JadeRifter
Joined: Dec 20, 2015


Posted: Mar 24, 2017 03:35 PM    Msg. 26 of 28       
I've been using recorded animations now for vehicles like the pelican, and they seem to work perfectly over a network. Maybe you could give ai to the turrets like in the covenant dropship, and have recorded animations handle the rest.

I could see use for this in maps, like you could summon a pelican to fly through the map and shoot at players. You could summon a vehicle to drop a bomb on the enemy base.

Edit: I tried it out. https://www.youtube.com/watch?v=LMT_WBER0e0
Edited by JadeRifter on Mar 24, 2017 at 06:05 PM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Mar 25, 2017 01:26 PM    Msg. 27 of 28       
Oh that's cool. I remember a few years ago I'd have a pelican drop the player off (though working with recorded animations was an absolute pain).

Maybe I can do that again. There's a better version of the animation recorder thing, right?


JadeRifter
Joined: Dec 20, 2015


Posted: Mar 25, 2017 02:32 PM    Msg. 28 of 28       
Quote: --- Original message by: game user10
Oh that's cool. I remember a few years ago I'd have a pelican drop the player off (though working with recorded animations was an absolute pain).

Maybe I can do that again. There's a better version of the animation recorder thing, right?


I used the one on halomaps, don't know if a newer one exists. Had to install another halo ce in a separate directory and update it to 1.09 for the recorder to work, but it seems easy enough to use.

This made me think about syncable "devices" that are actually vehicles.

 

 
Previous Older Thread    Next newer Thread





Time: Thu December 14, 2017 7:49 PM 813 ms.
A Halo Maps Website