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JadeMcLain has contributed to 13 posts out of 467806 total posts (0.00%) in 35 days (.37 posts per day).

20 Most recent posts:
Halo CE General Discussion » Vehicle Boarding Dec 15, 2018 07:12 AM (Total replies: 6)

Quote: --- Original message by: SOI_7
Quote: --- Original message by: JadeMcLain

Quote: --- Original message by: SOI_7
B-but... how did you manage to get inside the boarding seat while the ghost is used by another AI? Iirc in stock Halo you can't do that unless you and the driver are on the same team


Just found this out, but you can attach the player with AI on the same team as the enemy, and then quickly detach the player and it will still let you inside the vehicle.

I updated the link:

Edit: Im not sure why the player freezes after killing the boarded enemy, but I'll find out soon enough.

Edit2: We can just attach the player to a blank encounter instead of detaching, that fixes it.

Edit3: The fixed map.
https://mega.nz/#!EHIjRKCB!cMa_XXwfjLoQF6pIf_BEI8SpknBr_8ZRcMklIkAq3iA
Edited by JadeMcLain on Dec 14, 2018 at 07:14 PM


Very interesting. For my mod I used to create a temporary allegiance between the player and the AIs, but the concept is the same. Which conditions are you using to perform the attach? Distance to object? I made a "portable trigger volume" with attached bipeds checking when they both see the player, but your method seems to be better


That portable trigger vol and allegiance is a great idea. For conditions, I'm going to attach the player with some AI that has a short sight and hear distance, and that can detect when the enemy is near, and also if "g1_driver" exists, and is in a large trigger vol near me. Think I'm going to try out that portable trigger vol, objects_can_see_objects seems like it would be useful for this.

Edit: I think migration by unit would be very useful for this.

Edit2: We can duplicate seats and markers, force the AI into these seats they wont be able to exit. This is better than making them braindead so they dont exit vehicles when the enemy hops in.


(script continuous g1_board
(if (= (vehicle_test_seat_list g1 "ghost-b-b" (players)) 1)
(begin
(vehicle_load_magic g1 "driver2" (g1_driver))
(damage_object "weapons\pistol\bullet" (g1_driver))
(sleep 30)
)
)
)


https://youtu.be/SXjAstlzj4Y

I recommend stalking it when the ghost is still and distracted by the flood.

Edit3: If you enter the driver seat while its being occupied by an enemy, it will kick the enemy out of his diver seat, and its really cool. If you enter from the front of the ghost the Drone will beat the enemy to death.

Edit4: Better script.


(script continuous g1_board
(if (= (vehicle_test_seat_list g1 "ghost-b-b" (players)) 1)
(begin
(vehicle_load_magic g1 "driver2" (g1_driver))
(damage_object "weapons\pistol\bullet" (g1_driver))
(sleep 30)
(if (= (vehicle_test_seat_list g1 "ghost-b-b" (players)) 0)
(begin
(vehicle_load_magic g1 "driver" (g1_driver))
)
)
)
)
)


Updated map.
https://mega.nz/#!EXQ0gSYJ!RNMzxlU7MGc2Yr6gufNwwomjiZM2OoIISn-jlBfiMYA

Edit5: I have ways of detecting player team for online multiplayer, and I'm going to use this to fix the reticle issue with everyone being considered an enemy or friend.
Edited by JadeMcLain on Dec 16, 2018 at 05:08 PM

Halo CE General Discussion » Vehicle Boarding Dec 14, 2018 08:35 PM (Total replies: 6)

I'm using ai_attach on the player to allow them into enemy vehicles. I gave the ghost a custom seat that only drones can enter.
https://youtu.be/eWcBr3K7htg
Edited by JadeMcLain on Dec 14, 2018 at 09:22 PM

Halo CE General Discussion » Vehicle Boarding Dec 14, 2018 06:23 PM (Total replies: 6)

Quote: --- Original message by: SOI_7
B-but... how did you manage to get inside the boarding seat while the ghost is used by another AI? Iirc in stock Halo you can't do that unless you and the driver are on the same team


Just found this out, but you can attach the player with AI on the same team as the enemy, and then quickly detach the player and it will still let you inside the vehicle.

I updated the link:

Edit: Im not sure why the player freezes after killing the boarded enemy, but I'll find out soon enough.

Edit2: We can just attach the player to a blank encounter instead of detaching, that fixes it.

Edit3: The fixed map.
https://mega.nz/#!EHIjRKCB!cMa_XXwfjLoQF6pIf_BEI8SpknBr_8ZRcMklIkAq3iA
Edited by JadeMcLain on Dec 14, 2018 at 07:14 PM

Halo CE General Discussion » Vehicle Boarding Dec 14, 2018 04:39 PM (Total replies: 6)

We can manipulate the driver with:
(script static unit g1_driver (vehicle_driver g1))


(script continuous board0
(if (= (vehicle_test_seat_list g1 "ghost-b-b" (players)) 1)
(begin
(ai_command_list_by_unit (g1_driver) pause0)
(damage_object "weapons\pistol\bullet" (g1_driver))
(sleep_until (= (ai_command_list_status (g1_driver)) 0))
)
)
)


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

I can make him exit after a couple seconds, or do whatever.

Edited by JadeMcLain on Dec 14, 2018 at 06:28 PM

Halo CE General Discussion » Air/Ground Unit Hybrid Dec 11, 2018 03:04 PM (Total replies: 23)

Quote: --- Original message by: DeadHamster

AI index is a global value I created, not an actual engine value. A variable, an integer in this case.


I know, and I finally got this working with migration. I've switched back from named bipeds to encounters now. Need to tweak some parameters but this will iron out nicely.

https://www.youtube.com/watch?v=B2560MBQJcM

I also have a way for them to judge distance by attaching them with detector AI. Working on implementing that again with this new system.
Edited by JadeMcLain on Dec 12, 2018 at 11:11 AM

Halo CE General Discussion » Air/Ground Unit Hybrid Dec 10, 2018 11:49 AM (Total replies: 23)

Thanks for the advice, its been very helpful. I'll be sure to keep that formatting tip in mind. I would love to use the ai_index but I can't get this to work with migration, so I had to revert back to using named bipeds.

I have started on this new system, and I fixed up the drone animation tag to use the proper animations for ground combat. This vid is to show them landing before switching over, I will give them better reasons to land or fly.

https://www.youtube.com/watch?v=7aLYQ42H88I

I need to get the drones moving like this in ground mode.
https://www.youtube.com/watch?v=KrEybLLh3Rw

I'm trying to study how these things behave in the air.
https://www.youtube.com/watch?v=zSoo0o1rg7M
https://www.youtube.com/watch?v=4Q6LQ9mGvRw
Edited by JadeMcLain on Dec 10, 2018 at 01:55 PM

Halo CE General Discussion » simple way to sync device machines Dec 5, 2018 04:49 PM (Total replies: 0)

This works by having AI detect the presence of a biped. When the biped is detected, it powers the device. It runs on both client and server, so the client will have his own AI that detects the server biped.

The AI cant move and is basically blank, it can only detect things.

https://www.youtube.com/watch?v=-MwUIyt1DFQ

When the client joins, the devices will be updated. I'm working on a way of updating them instantly.

EDIT: I have a better script for this now.

Tested this with bridges , doors, and pistons that can move the player horizontally. They work great. The only small issue is giant elevators that change speed tend to be slightly offset sometimes. Normal elevators work good like they did in the vid.

https://www.youtube.com/watch?v=fmmxIlkB244

EDIT2: This is the script I use now.

I have a much better script system in the works that should allow for even better elevator functionality.

EDIT3: The updated script and I have a video coming soon. The giant elevator that was giving me problems works near flawlessly now.

(script startup spawn
(ai_place detect_ai)
)

(script continuous door1
(if (= (device_get_position control1) 1)
(object_create_containing detectme)
)
(if (= (device_get_position control1) 0)
(object_destroy_containing detectme)
)
)

(script continuous door1a
(sleep 1)
(if (!= (ai_status detect_ai) 1)
(device_set_position lift1 1)
)
(if (!= (ai_status detect_ai) 6)
(device_set_position lift1 0)
)
)

(script continuous door1aclient
(sleep_until (= is_host false))
(if (!= (ai_status detect_ai) 1)
(device_set_position lift1 1)
)
(if (!= (ai_status detect_ai) 6)
(device_set_position lift1 0)
)
)

EDIT4: The update vid.
https://www.youtube.com/watch?v=vow3KouqWik

Sorry about the crappy vid quality and such. I've tested this multiple times, and on dedicated servers. I'm actually surprised at how well the big elevator works now.
Edited by JadeMcLain on Dec 6, 2018 at 01:18 PM

Halo CE General Discussion » Air/Ground Unit Hybrid Dec 4, 2018 12:58 PM (Total replies: 23)

Quote: --- Original message by: Kal_El
as far as the climbing walls feature, I have noticed as you fly closer to that wall while in flight; and move about that wall, it appears you are climbing anyways?


If you were flying, the moment you enter the trigger vol, which would be placed along the wall, you would enter the seat of an invisible biped just like the one you're playing as, this seat would make you play the right animations, and the biped can walk on walls. This feature would be ideal for AI.

Walk on walls doesn't really work for most characters, so you would be kicked out of this biped after leaving the vol. This walk feature could work on some surfaces though. I haven't tested this enough.
Edited by JadeMcLain on Dec 4, 2018 at 01:04 PM

Halo CE General Discussion » Air/Ground Unit Hybrid Dec 4, 2018 11:00 AM (Total replies: 23)

I plan on making a better thread for this with my new account. I have ways of making them perch now (the exit animation is bugged, but that can be fixed). I have ways of making them land before switching to ground combat and a rewritten system for them. I hope these inspire you to use them or help out.

https://www.youtube.com/watch?v=wVghLq0_rHg

Edit: I've been thinking of a new system for bipeds in general with this seat boarding idea (bipeds can be entered like vehicles, and vehicle load magic works on them). For example, if you want climbing bipeds, you may be able to board a biped with the climbing walls feature when you enter a trigger volume, and it kicks you out when you're not in that volume. This might allow certain parts of the map to be climbable. I haven't tested this enough yet though.
Edited by JadeMcLain on Dec 4, 2018 at 11:51 AM

Halo CE General Discussion » Air/Ground Player Hybrid Nov 30, 2018 07:35 AM (Total replies: 5)

This small update should function and play better. Still working on this.

Edit: I fixed some issues and found a new way for this to work on dedicated servers. Will be updating post soon.

Edit2: The update. Supports up to 4 players and works on dedicated servers now. To exit flying mode now, you must press the flashlight again.

Credit to Altheros for porting the only characters in the Halo franchise that can switch between air and ground combat.

Edit: update and now supports 8 players concealed_flytest8

https://mega.nz/#!5f5TySBS!oJ0DOZikdXccUgd7-rbc5lutRWN68jWXGN7w11ZggVQ

one issue now is that throwing grenades in flying mode while on a dedicated server breaks your character until you rejoin
Edited by JadeMcLain on Nov 30, 2018 at 07:34 PM

Halo CE General Discussion » Air/Ground Player Hybrid Nov 20, 2018 05:34 PM (Total replies: 5)

Quote: --- Original message by: Spartan314
Don't think I've ever seen something like this
This is cool
Nice that you got it syncing across all clients


Thanks. This is prone to breaking because the player index is always changing, if I could find a way to give the player a static identifier, this could very much work. I tried assigning the player to a blank encounter and using (unit (list_get (ai_actors blank0) 0)), but that only works for players already joined.

Edit: I have a way around this issue now, and I have a test map that supports up to four players, the rest are not scripted yet.

Flashlight turns on flying mode, action button leaves flying mode. This doesn't work correctly on dedicated servers yet.

The script runs on both the server and client, allowing clients to have movement that would match what a host would see. It uses a drone biped set up for flying with the drone animations set up for flight, it has a seat for the player to enter. Scripts load and unload the player from this biped on both the client and server when the flashlight is on. When the player index is updated, all players are kicked out of flying mode. So when someone dies or joins/leaves a game, you are kicked out of flying mode but can re-enter right after.

The client may experience some offset players that are in flight mode because the client has different calculations compared to the host. I'm looking into ways of fixing this.

The issue with dedicated servers is that I cant exit the bugger biped for some reason. The server just wont let me and I'm trying to figure this out.

Any help or ideas to improve this would be greatly appreciated.
Edited by JadeMcLain on Nov 30, 2018 at 07:36 AM

Halo CE General Discussion » Air/Ground Player Hybrid Nov 19, 2018 05:52 AM (Total replies: 5)

I've been wanting to get this working, and also working online. This is my progress. Right now my issue is new players joining and throwing off the player number. Unloading the biped is a temporary fix. This syncs between all clients.
https://www.youtube.com/watch?v=83QJgosWz6E
Edited by JadeMcLain on Nov 29, 2018 at 01:34 AM


Time: Mon December 17, 2018 6:12 AM 265 ms.
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