A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Making AI capture flags.

Author Topic: Making AI capture flags. (15 messages, Page 1 of 1)
Moderators: Dennis

deadlyfighter1000
Joined: Jan 11, 2009

Constantly a threat.


Posted: Jan 24, 2010 03:55 PM    Msg. 1 of 15       
Would it be possible to make ai capture flags?

Like making one ai unit specifically built to capture the flag, he would walk into the flag area, then via scripts would have the flag removed and magically set into his hands. Then once he returned it would check if the flag was in his hands, and if so it would give a point to the team. Would that be possible?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 24, 2010 04:25 PM    Msg. 2 of 15       
Yes, It is possible.

I profected my script today that lets bots flag cap, not real flag capping but almost the same exact thing. The narrirator will say who has the flag and a navpoint will follow the flag.


Edited by SlappyThePirate on Jan 24, 2010 at 04:27 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 24, 2010 08:05 PM    Msg. 3 of 15       
What this guy said. It's possible, but it requires a bit of effort :x


Lateksi
Joined: Jan 1, 2010


Posted: Jan 25, 2010 09:34 AM    Msg. 4 of 15       
I've always wanted bots for Halo :D If no one was playing the map you'd just have to play it alone.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 09:56 PM    Msg. 5 of 15       
I used to play with bots in RF2, and gameplay sucked. Granted, RF2's multiplayer sucked.

Anyway, at least the Halo AI aren't complete numbskulls. If anything, I think they've downgraded. I can't get marines to stay alive in Halo 3...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 25, 2010 11:12 PM    Msg. 6 of 15       


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 11:58 PM    Msg. 7 of 15       
He got sniped by the AI.

Yes, like I said, the gameplay of RF2 was crappy, and there was no extra animation for backpedaling.

Anyway, the one cool thing was that you could set tendencies for things like camping.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 25, 2010 11:59 PM    Msg. 8 of 15       
Yea well, my computer was kinda lagging :P


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 12:05 AM    Msg. 9 of 15       
I like how they combat eachother.

When the one shot you with the AR, his aim was dead on. I mean, i could do that, but he didn't waiver a damn bit. Is it possible to, like, deaden their accuracy by a little bit? I mean, that guy pulled off a headshot that i probably never could have.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 26, 2010 10:30 AM    Msg. 10 of 15       
If you know what your'e doing with all the Ai features in Sapien and Guerilla (maybe a few scripts), Multiplayer Ai can be really great, in my opinion. But nothing beats playing a real person with a more...uh... 4-dimensional mind. AI can't 'predict' crap.
Edited by SlappyThePirate on Jan 26, 2010 at 10:31 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 06:27 PM    Msg. 11 of 15       
Lies. Projectile prediction is in the .actor tag. Having them magically see exactly where players and enemies are also allow them to have an edge. If I really wanted to, I could make my AI superior without adding in a huge load of health. My Sargeant Johnson AI, for example, beat 7 waves on my Firefight by himself, without any assistance.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 08:25 PM    Msg. 12 of 15       
Yes, we all know that the game knows where its own parts are. What he means is, if a player dives behind a rock, another player knows that means hes probably wounded, going for cover, and will likely bug out, stand his ground and wait to backpeadal, or mount an assualt.

The bot knows "The target is now behind an object where he cannot be hit, I will have to move to rectify this" and carries out the action in the most efficient manner with no regard to how the player might respond.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 08:56 PM    Msg. 13 of 15       
People dive behind rocks in multiplayer games? Mostly, it's AI that dive for cover. In all the multiplayer games I've played, people run at you, shooting, and throwing grenades, until one of you dies first.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 10:24 PM    Msg. 14 of 15       
Which is apparantley what i get for trying to use tactics. The fact of the matter is, whenever that happens, i'm rarely the one who wins (And because of aimbots, an overpowered pistol, and probably a few other complete crap excuses) so i've taken to using a map like some of the more clever designers intended.

Theres also the fact that, i don't like when a game is filled with those knifefight "Aim, shut your eyes, and hope for the best" scenarios, which i why i enjoy open maps with ranged and vehicle combat, as well as a time and place for the "bashing eachother's spine out."

If variety is the spice of life, then gamers shouldn't be chefs.


arkaman
Joined: Nov 22, 2007


Posted: Jan 26, 2010 10:28 PM    Msg. 15 of 15       

Edited by arkaman on Jan 26, 2010 at 10:28 PM

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 9:12 AM 157 ms.
A Halo Maps Website