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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Desert_Floodwar Mod

Author Topic: Desert_Floodwar Mod (5 messages, Page 1 of 1)
Moderators: Dennis

Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Jun 13, 2009 06:39 PM    Msg. 1 of 5       
Map is now downloadable here:

http://hce.halomaps.org/index.cfm?fid=4636


The readme is as follows:

Title: Desert_Floodwar
Release Date: 05/30/09
Author: Mysterion
Description: Map Variant with AI
Size: Large


ABOUT:
This map is a DesertB18 varient with AI Bots - Covenant Elite (Blue) vs. Spartans and Marines (Red).
Spartan and Covenant forces have joined together in a very shaky alliance to rid the desert enclave of a Flood infestation. A Marine outpost is under attack by the Flood, and have alerted a team of Spartans located at a nearby base (Red) for support. The Covenant base (Blue) is heavily defended by Elite Needlers.


THE MOD:
Many modifications have been made to the original map for scenery, weapons and vehicles. Spartans leave their base in three Leopard Scorpions and on foot to repel Flood attacking a Marine outpost. AI operate a turret gun at each base for defense. Elite pilot three Banshees from a cliffside for airborne attacks against the Flood, but will turn on you if they happen upon you on their way to the fight. Two Fr_Ghosts are driven to battle by Elite. Marines will hop in on your DPV or Scorpion for a ride, and a Spartan guarding the Pelican base will hop in and fire the rear gatling gun, however, you can operate the gun remotely if there is no gunner. There are several secret portals that will transport you to normally inaccessable areas of the map where a powerful UNSC Portable Nuke can be found. Hint: they are at ground level.


AI Actor Variants:
Elite Major Plasma Rifles
Elite Major Needlers
Spartan Assault Rifles
Marine Armored Assualt Rifle Majors
Floodcaptain
Floodcombat Elite
Floodcombat Humans
Floodcarriers


Vehicles:
Leopard Scorpions
Desert Patrol Vehicles
Banshees
Fr_Ghosts
S_Pelican (tail gun)
Human Turrets
Covenant Turrets


Weapons:
Frag and Plasma Grenades
Assault Rifles
Pistols
Sniper Rifles
Shotguns
Battle Rifles
Rocket Launchers
M134 Portable Miniguns
Plasma Rifles
Beam Rifles
Plasma Cannons
Plasma Pistol
Needlers
Flamethrower
C4 Charges
Portable Nuke


RECOMMENDATIONS:
This mod is designed primarily for solo play, where you can play as either team. Other players can try and join the battle on the Red Team (Spartans) or change to Blue Team (Covenant) to battle the Flood, but they may encounter extreme lag or even exception errors. Always remember, no AI characters will sync in HALO CE multiplayer.

This is one of the most intense AI battles I have created, and takes a lot of processing power. If your PC specs aren't very good, then it will definitely clip and lag, but it may help if you tweak the graphics down to a minimum. The map works very well on Dual-Core machines with dedicated 256 MB and greater graphics cards. For laptops, the mod works very well with a Dual-Core processor and dedicated 256 MB Nvidea card.


Unzip the folder to your desktop, then move the desert_floodwar.map into your Halo Custom Edition\maps directory, or unzip it directly to the maps directory.


Special thanks and credit goes to DesertB18 Author adumbass.
Thanks to Kingfish999 for his portable miniguns and DPV tags.
Thanks to Gamma927 for help on some scripting issues.


Above All, Have Fun!!!


Edited by Mysterion on Jun 13, 2009 at 06:40 PM
Edited by Mysterion on Jun 14, 2009 at 11:33 PM


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Jun 13, 2009 06:56 PM    Msg. 2 of 5       
Sounds cool you gotz my download.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 13, 2009 07:24 PM    Msg. 3 of 5       
Interesting, but next time, try creating a map that uses no command lists at all, except for vehicles. AI on foot that run command lists don't seem intelligent at all. A simple way to combat this, is to put firing positions all over the combat area, and a little back-a-ways as well. Then, add this into a script:

(script startup awareness
(ai_magically_see_encounter [AI ENCOUNTER 1] [AI ENCOUNTER 2])
(ai_magically_see_encounter [AI ENCOUNTER 2] [AI ENCOUNTER 1])
)


Repeat for all extra encounters. If there are three encounters, do something like:

(script startup awareness
(ai_magically_see_encounter [AI ENCOUNTER 1] [AI ENCOUNTER 2])
(ai_magically_see_encounter [AI ENCOUNTER 1] [AI ENCOUNTER 3])
(ai_magically_see_encounter [AI ENCOUNTER 2] [AI ENCOUNTER 1])
(ai_magically_see_encounter [AI ENCOUNTER 2] [AI ENCOUNTER 3])
(ai_magically_see_encounter [AI ENCOUNTER 3] [AI ENCOUNTER 1])
(ai_magically_see_encounter [AI ENCOUNTER 3] [AI ENCOUNTER 2])
)


A bit tedious, but much simpler than adding command lists all the time. Also, for all the squads inside the encounter, set the initial and return state to "guarding at guard position". That should make the AI run towards the combat area, stopping to fire at any enemies, throw grenades, dive for cover, and all the things that intelligent AI are supposed to do.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 13, 2009 07:31 PM    Msg. 4 of 5       
What were those "technical difficulties" that denied your upload? Exceptions?


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Jun 13, 2009 09:45 PM    Msg. 5 of 5       
Headhunter:
Dennis says he didn't know. he thinks the upload failed and the archive was corrupt so he never saw the map. In the last batch only 3 maps failed at startup and they were not mine.

Gamma:
I did use those exact scripts as you have listed, however, during map testing in order to get the Flood to quit fighting their redundant bipeds on a client machine, I had to force them to leave through the building by command. This seems to work.
Edited by Mysterion on Jun 13, 2009 at 10:10 PM

 

 
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