
Venom1660
Joined: Jan 16, 2009
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Posted: Jan 23, 2009 05:35 PM
Msg. 1 of 15
You know how when you bump possess someone in campaign, the character that you were doesn't move? I was wondering if there was a way to improve bump possession so that when you possess someones body, the character you were becomes AI controlled? That way you could like switch characters without having one of them in the group stand there and not do anything. This was mostly related to the Covenant side of the war project...this way the Elite could be the main character but if you wanted you could possess one of your team mates (grunt, jackal, hunter, or another elite) while keeping the entire team functional...does this sound like it could be appealing? Or possible?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 23, 2009 05:46 PM
Msg. 2 of 15
It's possible. You just need to attach the original player biped to an AI encounter. Just make sure that the encounter you pick has firing positions in the area where you want the original player character to go around in, because otherwise he won't be able to move that much once the player doesn't have control over it.
(ai_attach "unit" "ai") attaches the specified unit to the specified encounter.
An example with an AI encounter named "covies" would be:
(ai_attach (unit (list_get (players) 0)) covies)
The AI will be attached to the player, but the player will still have full control while he possesses his original biped. So, when the player possesses another AI, then the AI for the old biped will kick in.
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Venom1660
Joined: Jan 16, 2009
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Posted: Jan 23, 2009 06:26 PM
Msg. 3 of 15
that sounds exactly like what I had in mind. I have no idea how to do what you said, would you be able to do that and make it a separate application? Could you simply take the existing bump possession code on the Halo Dev Trainer v2.11 beta and do that to it? It'd be really neat to have.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 23, 2009 06:38 PM
Msg. 4 of 15
It's simple with a script. Let me just check one thing: 1) Even if the AI is attached to your biped for the entire time, you can still be in control of your biped when you're in... control? (E.G. No player_enable_input 0)
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Enzo03
- Screenshot Guru -
Joined: Aug 3, 2007
I'd rather go without than take what you'd bring.
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Posted: Jan 23, 2009 06:39 PM
Msg. 5 of 15
Not on a dev trainer, but alldev aka Halo CE Devmode should be good. Search for it. And then when you download it, unzip it into your halo CE folder, put a shortcut to it on the desktop, and then open it before running CE.
I think you use pgup and pgdn to turn devmode on and off while ingame (yup, you can toggle it on the fly! :D) and use ~ to display the console and be able to type the above codes in.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 23, 2009 06:46 PM
Msg. 6 of 15
Quote: --- Original message by: Gamma927 It's simple with a script. Let me just check one thing: 1) Even if the AI is attached to your biped for the entire time, you can still be in control of your biped when you're in... control? (E.G. No player_enable_input 0) Yeah. The player control has priority, and the AI is inactive because there aren't any players nearby to make it active since it's in the player. Try it on Hugeass: ai_attach (unit (list_get (players) 0)) red_sniper And then use this to see that even though you didn't spawn any red_sniper AIs, it will say that there's one AI living, which is you: ai_living_count red_sniper
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 23, 2009 06:57 PM
Msg. 7 of 15
So whenever I put (player_enable_input 0), the AI would take command? This could be the greatest way to make AI move in cutscenes...
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Jan 23, 2009 07:03 PM
Msg. 8 of 15
Quote: --- Original message by: Gamma927 So whenever I put (player_enable_input 0), the AI would take command? This could be the greatest way to make AI move in cutscenes... Yeah, but I don't think that alone is enough. Also do this to force the AI active just to make sure it will take control: ai_force_active_by_unit (unit (list_get (players) 0)) 1
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 23, 2009 07:11 PM
Msg. 9 of 15
Ok.
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Venom1660
Joined: Jan 16, 2009
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Posted: Jan 23, 2009 09:05 PM
Msg. 10 of 15
then as a request, someone should make this.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jan 24, 2009 01:06 AM
Msg. 11 of 15
Quote: --- Original message by: Venom1660 then as a request, someone should make this. I'll work on it. Probably. I was thinking of a more... practical use though.
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Venom1660
Joined: Jan 16, 2009
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Posted: Jan 24, 2009 02:48 AM
Msg. 12 of 15
hey...my use for it is practical...it'd be fun
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Jan 24, 2009 04:09 AM
Msg. 13 of 15
wait a sec...doesnt bump possess apply to every biped? whether or not that they are on your team??? so how are you gonna make it only apply to your team mates?
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Venom1660
Joined: Jan 16, 2009
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Posted: Jan 24, 2009 08:38 AM
Msg. 14 of 15
It doesn't have to only apply to the team mates, that's just what I'd do with it.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jan 24, 2009 10:39 AM
Msg. 15 of 15
Quote: --- Original message by: Venom1660 then as a request, someone should make this. http://hce.halomaps.org/index.cfm?fid=3157its basicly the same idea, except it is a berserk mode for the player where the kickass AI aniolates everything. I even released the script in my script package.. but ya.. all it is, is ai_attach, and then killing the players control (you can do it in many differnt ways, I just use cinematic to make it more epic, and im also enabling cinematic effects anyways, so might as well just use that instead of multiple commands)
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