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Author Topic: AIless multiplayer campaign? (100 messages, Page 2 of 3)
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MechWarrior001
Joined: Mar 13, 2007


Posted: Nov 28, 2007 08:28 PM    Msg. 36 of 100       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Jake Anderson
Iron Gate?

Youtube is your friend.


never played Timesplitters 3..... *shoots himself with Kirby's advice gun loaded with "Youtube is your friend" ammunition.*


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Nov 29, 2007 07:19 AM    Msg. 37 of 100       
they are kinda short campaign maps that you and a group of friends can play being on whatever team you want and one team has to like defend turrets or a base while the other team tries to attack it or rescue a prisoner deemed for execution that kinda stuff


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Nov 29, 2007 04:10 PM    Msg. 38 of 100       
I like to make mazes in TS3, then fill it with AI and have a long fight with uber weapons...


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Nov 29, 2007 04:16 PM    Msg. 39 of 100       
xbox map making games dont let you put a lot in a map to make it good.....i made a hallway with a couple of ai guards walking on patrol and then a camera and a key to a door that was on a guard and that was all the room i could put on that map.....lame-o anyways back on topic looks pretty cool if you can make a decent bsp and stuff


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Nov 29, 2007 04:24 PM    Msg. 40 of 100       
A maze of cubicles would be funny for this kind of thing


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Nov 29, 2007 04:39 PM    Msg. 41 of 100       
You people have to admit, mazes full of guns is fun.


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Nov 30, 2007 07:20 AM    Msg. 42 of 100       
meh mazes become so easy and boring for me within like 15 minutes i have most of the maze memorized......funny considering i may have a.d.d lol


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Dec 1, 2007 06:57 AM    Msg. 43 of 100       
Quote: --- Original message by: trinitywolf933
how about something similar to the timesplitters 3 missions? though some of those are too short but the mars prison and the vr mission would be cool

Timesplitters 3 is cool and i love assault. if there is a way you can do summat like that...


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Dec 1, 2007 11:59 AM    Msg. 44 of 100       
Quote: --- Original message by: Half Jaw
Quote: --- Original message by: trinitywolf933
how about something similar to the timesplitters 3 missions? though some of those are too short but the mars prison and the vr mission would be cool

Timesplitters 3 is cool and i love assault. if there is a way you can do summat like that...

Too bad there were only 4 courses to do it on.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 11, 2007 08:00 AM    Msg. 45 of 100       
So.... This just died? Nothing happened?


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 11, 2007 09:02 AM    Msg. 46 of 100       
Need a bsp?

I don't remember it's condition, it's been months since I last worked on it, but I'd love to see it get used.
If it looks familiar, thats because it's from halo1 campaign: c40_a and c40_b. And yes, those are bloodgulch bases. I got down with the nooby :P
Something to start the mp campaign concept with


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 11, 2007 06:35 PM    Msg. 47 of 100       
Thanks
I put climbable flag poles in it, and I took out all forrunner structures to reduce polies. Also I fixed the broken underground bridge, so there's 2 underground bridges. I also also removed the overhead bridges
Edited by bobbysoon on Dec 11, 2007 at 06:36 PM


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Dec 11, 2007 07:14 PM    Msg. 48 of 100       
thats a nice bsp right there man looks like itd be better for a multiplayer map now make it more a symmetrical like zanzibar only make the base more complex and what not but good for mp


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 11, 2007 07:46 PM    Msg. 49 of 100       
more symmetrical... any suggestions on making it more symmetrical?


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Dec 11, 2007 07:50 PM    Msg. 50 of 100       
its already b symmetrical.....you mean a symmetrical?
if so:
1)make the defending side have a base that covers one half of that bsp with important rooms (like a main control room just in case if the goal is to destroy it)
2)make the one side have a set of huge hanger doors and a control panel that the attackers would have to "hack"
3) make the attackers have a smaller base with weapons scattered about


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 11, 2007 08:20 PM    Msg. 51 of 100       
Quote: --- Original message by: trinitywolf933
its already b symmetrical.....you mean a symmetrical?
if so:
1)make the defending side have a base that covers one half of that bsp with important rooms (like a main control room just in case if the goal is to destroy it)
2)make the one side have a set of huge hanger doors and a control panel that the attackers would have to "hack"
3) make the attackers have a smaller base with weapons scattered about

1) sounds like a plan
2) i like it
3) i'm working out some errors and warnings so I can
4) upload a map for you peoples to get in and have a look first person and
5) draw up specific design requests, put this thing here and get rid of that, etc., and maybe
6) use an Elephant as offensive base :P
7) script weapon and vehicle spawns for a sort of autobalance, mb?
8) hacking... like using an axe as a key? jk, could be a double unlock, needing 2 players at different points pressing buttons at the same time to
9) open the pod bay doors, Hal

Quote: --- Original message by: ColdFire
(+ other **** you added)

≈ 60,000 triangles? good job.

Yup, I messed with it alot. 22,000 faces. I think I started with around 75,000 faces
Edited by bobbysoon on Dec 11, 2007 at 08:25 PM


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Dec 11, 2007 08:39 PM    Msg. 52 of 100       
well i think the defenders should have some slightly heavier weapons because there will be skill varying with this idea


Dontu
Joined: Oct 8, 2006

42


Posted: Dec 14, 2007 11:20 AM    Msg. 53 of 100       
The level could change as well with the use of BSP switch triggers. Also correct me if I'm wrong but is it possible to make a trigger volume that teleports you "into" an empty biped. I know that you can create "seats" in bipeds, but I m not quite sure how it works, if at all.


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 14, 2007 08:20 PM    Msg. 54 of 100       
I think a biped with character permutations might work


Dontu
Joined: Oct 8, 2006

42


Posted: Dec 15, 2007 11:29 AM    Msg. 55 of 100       
The only problem with permutations is that all of thhe nodes and markers must be in the same place, otherwise it doesnt work.


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 15, 2007 08:20 PM    Msg. 56 of 100       
Quote: --- Original message by: Dontu
The only problem with permutations is that all of thhe nodes and markers must be in the same place, otherwise it doesnt work.
Same linkage/heirarchy, sure, but same positions?

Quote: --- Original message by: DF Echo
bobbyson get renders that are cautmaul rom ...

"cautmaul rom"? wats that?

Quote: --- Original message by: Dontu
The level could change as well with the use of BSP switch triggers.
is it possible to make a trigger volume that teleports you "into" an empty biped. I know that you can create "seats" in bipeds, but I m not quite sure how it works, if at all.

I'm not sure either, but I think the server could attach a player to a biped, and then detach, and that would be like a mobile teleport

I wuz thinkin of bsp swapping... have a server bsp with the whole map, and hope the server's cpu is fast, and client scripts swap bsp chunks as the player moves
Edited by bobbysoon on Dec 15, 2007 at 08:26 PM


Dontu
Joined: Oct 8, 2006

42


Posted: Dec 17, 2007 09:29 AM    Msg. 57 of 100       
I think they have to be in the same positions, but Im not sure I suggest going to the h2vista forum and asking that question. If it doesnt work then I suggest making a storyline based off the Spartan I project or the early stages of the Spartan II project. That way you can use the marine, marine armored, and captain keyes bipeds for the storyline.
Edited by Dontu on Dec 17, 2007 at 09:29 AM


trinitywolf933
Joined: Jul 20, 2007

what you lookin at?....fugly


Posted: Dec 18, 2007 07:42 AM    Msg. 58 of 100       
Quote: --- Original message by: bobbysoon
Quote: --- Original message by: Dontu
The only problem with permutations is that all of thhe nodes and markers must be in the same place, otherwise it doesnt work.
Same linkage/heirarchy, sure, but same positions?

Quote: --- Original message by: DF Echo
bobbyson get renders that are cautmaul rom ...

"cautmaul rom"? wats that?

Quote: --- Original message by: Dontu
The level could change as well with the use of BSP switch triggers.
is it possible to make a trigger volume that teleports you "into" an empty biped. I know that you can create "seats" in bipeds, but I m not quite sure how it works, if at all.

I'm not sure either, but I think the server could attach a player to a biped, and then detach, and that would be like a mobile teleport

I wuz thinkin of bsp swapping... have a server bsp with the whole map, and hope the server's cpu is fast, and client scripts swap bsp chunks as the player moves
Edited by bobbysoon on Dec 15, 2007 at 08:26 PM


with the permutations say you had HDoan's permutations, could you set it up to wear on the attacking side(squad of four) one is the EVA another the Recon and then two others,each one could start off with different weapons? then it would be like "each sqaud member is needed" and that would be intresting


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Dec 21, 2007 05:46 PM    Msg. 59 of 100       
Wouldn't work, you would need to either choose 1 biped with the weapons or the bipeds using random permutations with the same weapon.


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 21, 2007 11:16 PM    Msg. 60 of 100       
from the Halo Script Bible:
Quote: (object_set_permutation <object> <string> <string>)
sets the desired region (use "" for all regions) to the permutation with the given name,
e.g. (object_set_permutation flood "right arm" ~damaged)
(object_set_permutation player0 "right arm" ~damaged)
The flood in the example uses LOD and permutations, in gbxmodel and collision_geometry. I'm pretty sure a cyborg/elite/whatever biped could be made, and made functional. And that it would own. What would it take...
import characters, rename elite's nodes, maybe rerig, export to polyped's models and physics folders, compile together, edit tags. fp too, of course
Edited by bobbysoon on Dec 21, 2007 at 11:17 PM


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Dec 21, 2007 11:53 PM    Msg. 61 of 100       
You wouldn't be able to choose what ever perm for red and something else for blue.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 18, 2008 03:00 AM    Msg. 62 of 100       
a truly good question indeed. this was a good idea, and knowing little about scripting, i have way too much input for all at once. and i would hate to waste 20 minutes typing it all if nothing is happening.

but some real nice folks over at http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=19949 are putting this idea back together...

i am thinking that the idea of campaign multiplayer could take off in a new era for halo pc-ce, and through several maps, more ideas could come into place, and methods could be perfected.

for example. someone suggested making the elite like a vehicle. well, take a model of the elite, ripped from the game, and reconfigure it as necesarry for it to work as a "vehicle"

an important feature. marines improvise. anything to stay alive. but the covenant wold be discrased to touch a human weapon. Elites have died at the hands of marines less than an arms distance from fully loaded MA5B Assault Rifles. so this means something needs to be made so that the enemy player team can only pick up covenant weapons, plasma grenades, only use covenant vehicles. is that possible?

i have mainly ideas for the covenant team, but that is for later. as for the human players, i think that the idea is that (because people want to be happy : P) all "human" players need to be black clad ODSTs, with a key point of being anonymous, no face, kind of like the MC. it also allows for some more storyline freedom.

and for level design, i personally was thinking a street battle in a COMPLETELY destroyed city. cars and concrete rubble block the streets. unuseable vehicles only serve as cover in the main road.

it would go along several sections. scripting is a bit of an issue in keeping people in a place and kill the enemys before allowing progress. the UNSC needs to get a covenant base and these ODSTs are going to go take it down (the map should start, for them, as a wrecked pelican, guns all over, and only they remain). the place is entirely ruined. the starting street is wrecked, rubble everywere, broken cars, all over the place, and terrain keeps enemys from dieing, getting more powerful things, and then coming on and wiping out the fresh meat.

then it moves onto a bridge when vehicles come into play. i am not thinking banshees. elites get ghosts (and a wraith later on) while the humans get a wartho or two. maybe a hog, later upgraded to a hog with an "Experimental" gauss hog. the bridge, however, is ruined. pieces of railing are missing, there are several holes from bombardment. blasted sections provide dangerous ramps, and several emergency system barriers have taken place to annoy drivers.

then the dirt road. it might be difficult to find a transition from the modern polycrete and titanium-A bridge to out in a beaten dirt road. but it is a beaten path, its not perfect, and it has hills on either side to steep to climb (more accurately, the path is a carved out in the terrain which is bumpy where inaccesable). this continues, and the wraith is encountered here. hunters would have come on the bridge, and might continue here. shade turrets have been set up and might prove as good obstacles.

remember that vehicles and weapon resupplys need be introduced well. orbital drops, downed aircraf, and the like. ammunition for human weapons are sparse, and the player might need to adapt to the covenant weaponry. it is in this country area that in a section where there is a expanse in the hill walls, two albatrosses have been dropped, but the pelican that was going to follow them in has been downed. so the humans have a resupply from scattered weaponry, and a choice of vehicles. in one albatross, is a vehicle resupply, jus in case, offering another one of each warthog (chaingun and gauss). the other haas a brand new toy, the scorpion.

so the convoy idea continues through here, until a river comes in. not too large. boulders prevent the vehicles from passing. up ahead is the waterfall. a short drop that is not to harm the players. then there is a peaceful area with a small extrusion of land in the shallow water (a foot deep, maybe?). this area is enclosed by rock. several smaller waterfalls trickle in, and some small ones trickle out of small openings in the rock. there is a beautiful background from here, but falling does result in instant death.

so in this little island is a covenant hydroplant, heavily gaurded but the idea is to snak in. not too long of a job but a player needs to get to the core plant producing the fusion power. enemys keep pouring in from here on out, nowhereelse to spawn. there is a "vehicle" enterance. it has the animation of the player setting up a demolition charge. when the player finally gets in, i am thinking that a cutscene rolls of the players running out from a cintematic view just above the water. a few yards from the tiny island they all jump forward with a giant blue explosion behind them. soething must be toggeled to make the game over now. postgame carnage report. and we all play again.

i know it is alot. a long battle and a large map. it would probally need to be compressed to something to where all the sections are so short. alot of scripting, alot of work. but imagine how FREAKING AWESOME it would be.

wow. many words for a dead post. sorry if you fell asleep once or twice. but make sure you check out that link if you want to see this happen.


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 28, 2008 11:28 AM    Msg. 63 of 100       
well a couple of days can't be a big bump...

okay, well they want to post here now so they will be here someday.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 28, 2008 05:14 PM    Msg. 64 of 100       
Foxtrot I know how much you want to help but.... right now we just want to see if we can get a Proof of Concept up and running.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 30, 2008 03:35 PM    Msg. 65 of 100       
is it possible for each of the teleporters to make a player have a diferent model, have different weapons, and change properties? if so, we could do complex enemy levelups. otherwise, i think it would just be elites the whole way.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 30, 2008 11:10 PM    Msg. 66 of 100       

Oh and btw i like how no one is posting in this thread but us, actually. I just wished we had more volunteers lol.


Edited by Dwood on Sep 21, 2008 at 03:32 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Aug 31, 2008 09:48 PM    Msg. 67 of 100       
....
Edited by Dwood on Sep 21, 2008 at 03:30 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Sep 1, 2008 05:04 PM    Msg. 68 of 100       
Quote: --- Original message by: PwN Lone
Off-topic: Ye we did.


On-topic: Anyway so far not much progress and nothing really to put down, whenever we have an update we will put it here. Again, anyone who is interested in helping, you can contact me on msn,here or even on XBL.



I am going to start some more tuts on 3ds so when the time comes we can start doing the bsp. I am thinking of first doing it in halls. that way it's more rail-like.

I was also thinking of using automatic opening doors as the mechanism for the spawn points?

Edited by Dwood on Sep 15, 2008 at 11:40 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Sep 4, 2008 12:23 AM    Msg. 69 of 100       
was that some sort of code for an elephant prototype?

and nice word... craptacular.


Auxor
Joined: Sep 5, 2008

Ever drunk Baileys out of a shoe?


Posted: Sep 5, 2008 01:22 PM    Msg. 70 of 100       
Is there any way for someone to mod it so AI can drive say.. Spectres? Or maybe even a Scarab. I would orgasm from joy if I fought some of them, could AI be scripted into driving them?

 
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