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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »multi player style AIs

Author Topic: multi player style AIs (15 messages, Page 1 of 1)
Moderators: Dennis

Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 18, 2009 10:16 AM    Msg. 1 of 15       
ok i was wondering if its posible for AIs to be set up to play multi player Style games?

Slayer: 15 AIs with all out slayer. and can view there kills like a multiplayer score!

CTF: 14 AIs with different jobs. 1, sniper. 3, go to flag. 4, defend base on each side. when a AI or YOU have the flag. they fallow it or you like the men on normal halo PC. including the defending units. and can view there scores like a multiplayer score!

King: 15 AIs with the intent to go to the center king circle. when in it they gain time. and can view there times like a multiplayer score!

Oddball: 14 AIs start walking out of base. when ball is played, they run to it and the ball holder will be programed to enter a base or the sniper caves. all AIs team or not will be going after the ball. attacking or defending. and can view there times like a multiplayer score!

Assult: 14 AIs, one spawning right on the flag and taking it. there 3 others will guard the flag holder. and 4 to defend the base. let there be a spawn time so YOU can be the flag holder too! witch then the flager AI will defend to bace untill the flag is scored or returned. and can view there score like a multiplayer score!

Race: Not sure how this is going to work but if someone can... GREAT!!! and can view there laps like a multiplayer score!


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Mar 18, 2009 11:08 AM    Msg. 2 of 15       
It is possible but it is very hard I had spent 1 month trying to do that it's very hard you could do it. Good Luck :)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 18, 2009 11:26 AM    Msg. 3 of 15       
AI don't sync, and you can't have it so that AI count as kills. In fact, the only thing I think is possible there, is the spawning of AI. In my next map, however, I'll allow the player to decide whether they want AI or not (AI can be placed from the pause menu)


Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 18, 2009 11:47 AM    Msg. 4 of 15       
ok but can you make it so AIs can only spawn a number of times. like the grunt war that never ends... wheres the fun in that? i mean its constint battles, but it would be nice that the fight has an ending! maybe a little intro like why they are fighting.
and can AIs spawn ONLY holding the flag and drop it at the base to score. i mean i know they cant pick it up, but what if they already holding it. same with real people. the flag scores AUTO when we pass the flag target.

kinda talking about Slayer and Assult?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 18, 2009 11:59 AM    Msg. 5 of 15       
Here's what is possible:

Get the AI to spawn a limited amount of times

Get the AI to spawn with the flag

Here's what isn't possible:

AI can score


Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 18, 2009 12:04 PM    Msg. 6 of 15       
even for a flag holder. i mean the flag drops at the proper base AUTO when we have it. so its not really an AI score. but a score with a player that left that second. so you cant see who did it but when they walk over the platform. should the flag drop just like it does for us? its scores but when you look at the multi player score... your the only one.

but the problem then..the AI has no weapon....
Edited by Gakatako on Mar 18, 2009 at 12:05 PM


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Mar 18, 2009 12:06 PM    Msg. 7 of 15       
Quote: --- Original message by: Gamma927
Here's what is possible:

Get the AI to spawn a limited amount of times

Get the AI to spawn with the flag

Here's what isn't possible:

AI can score

AI can pick up flags and balls

AI score can be viewed with f1



ftfy, im sure theres more


oh an btw, i read your avatar quote and my first reaction was hunters aren't affected by melee
Edited by Megaguirus on Mar 18, 2009 at 12:07 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 18, 2009 12:08 PM    Msg. 8 of 15       
Quote: --- Original message by: Gakatako

even for a flag holder. i mean the flag drops at the proper base AUTO when we have it. so its not really an AI score. but a score with a player that left that second. so you cant see who did it but when they walk over the platform. should the flag drop just like it does for us? its scores but when you look at the multi player score... your the only one.

but the problem then..the AI has no weapon....
Edited by Gakatako on Mar 18, 2009 at 12:05 PM


Exactly. And since the AI is using the flag as a weapon, he won't drop it. Therefore, it isn't possible. Neither is viewing AI score.


Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 18, 2009 12:15 PM    Msg. 9 of 15       
Quote: oh an btw, i read your avatar quote and my first reaction was hunters aren't affected by melee
Edited by Megaguirus on Mar 18, 2009 at 12:07 PM


on halo one you can! =)


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Mar 18, 2009 12:22 PM    Msg. 10 of 15       
orly?


lol ive been looking for ways to make hunters harder for my b30 mod >:)


Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 18, 2009 12:27 PM    Msg. 11 of 15       
acturaly you can fist fight them or at least on this video http://www.youtube.com/watch?v=yn8R-VoDDVg if you turn and hit there back.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 18, 2009 12:30 PM    Msg. 12 of 15       
Quote: --- Original message by: Megaguirus
orly?


lol ive been looking for ways to make hunters harder for my b30 mod >:)


Open up their collision model, and under skin, uncheck "head". You can no longer kill them by hitting their exposed areas.


roosterMAP
Joined: Nov 14, 2008

I am here to enhance you gaming experience


Posted: Mar 18, 2009 01:28 PM    Msg. 13 of 15       
to do that, you'd have to write an external dll that calls the fictions recognized by the AI manager. But, you need the source code to reference the function calls.


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Mar 18, 2009 01:37 PM    Msg. 14 of 15       
7 words 6 numbers 2 symbals 20 sylibals 1 sentence 61 characters

WHAT?!

[dosen't count] correct me if im wrong anywhere


Exception
Joined: Jul 9, 2008

Been So So long since I have been on this Forum


Posted: Mar 19, 2009 01:26 AM    Msg. 15 of 15       
lol, if your asking someone to figgure that out, its basically impossible

 

 
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