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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »AI doesn't listen to commands

Author Topic: AI doesn't listen to commands (15 messages, Page 1 of 1)
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Smok Niszczyciel
Joined: Aug 12, 2010

Where the laws of physics don't exist...


Posted: Aug 12, 2010 02:12 PM    Msg. 1 of 15       
Ok because I'm new to forum then I'll say something about me before asking for help, so that people will not help a random people but they will aready know me:P

Hello Halo players!:P This is my first post, my english is not good so I will probably make some mistakes [I'm sure I already made a few]
I play halo for already like 8-10 years, I'm modding for about 6-7 years, I know a lot about halo, I've made many glitches for bloodgulch map:P I'm not popular, that's because I had bad connection, I've been playing on some dedicated servers only, and I've publicated only one of my works - WarZoneGulch for HaloCE.
I'm from Poland so don't mistake my name with dutch which I dont like:P bla bla bla lets stop this offtopic

I have problems with making AI on gephyrophobia - I'm just back to modding and making maps so I've forgot a little about modding, I've tried to make AI follow patch by many ways, like commands [they really don't listen, after they spawn then they just stay in one place until enemy is seen], move positions etc. but they still don't move where I want. I did it somehow on my WarZoneGulch, but I don't remember how:(

I've read many tutorials again but it doesn't help, AI there move just randomly and I want them move where I want:/

I've also problem with making AI drive vehicle to where I want them drive [via commands - go to point]

I'm sure that I will get help on such nice forum as this:P


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 12, 2010 04:10 PM    Msg. 2 of 15       
For efficient AI movement, place firing positions in the areas you want the AI to migrate to, and set the squads to "guarding at guard position". The AI will automatically seek out and attack any visible enemy intruding in their firing positions, thus portraying an effective and interesting AI battle rather than lines of enemies walking in single file towards their respective dooms.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 12, 2010 04:16 PM    Msg. 3 of 15       
Quote: --- Original message by: Gamma927
For efficient AI movement, place firing positions in the areas you want the AI to migrate to, and set the squads to "guarding at guard position". The AI will automatically seek out and attack any visible enemy intruding in their firing positions, thus portraying an effective and interesting AI battle rather than lines of enemies walking in single file towards their respective dooms.

Also, AI can't drive command lists. They just pathfind and stuff around the firing positions.


Smok Niszczyciel
Joined: Aug 12, 2010

Where the laws of physics don't exist...


Posted: Aug 12, 2010 04:32 PM    Msg. 4 of 15       
I don't want AI stay in one position, I want to make many squads which some of them will be moving to enemy base and attacking it, some other squads will be driving and rest will be defending...

@edit
Problem fixed, I will maybe make tutorial for it later, now my AI listen to commands - they walk where they've, and even teleport so I can make them enter teleport and set a command to teleport, it will look like AI used teleporter:)

Still didn't fix vehicle problem, I'll do it later
Edited by Smok Niszczyciel on Aug 12, 2010 at 06:08 PM

@edit2
Actually the problem with teleporting is that AI doesn't do command list but he teleports and ignores all commands
Edited by Smok Niszczyciel on Aug 12, 2010 at 06:20 PM

@edit3
[I will prolly use this message as my log so also other users can read and learn about their mistakes why AI's didn't follow their commands:)]

At this moment the problem is with "allow initiative" in commands, this makes AI ignore all commands and just stay on where they've spawned which is not good, also if you don't check it then AI will just follow commands and don't attack enemies so it'll be stupid and die:/
Edited by Smok Niszczyciel on Aug 12, 2010 at 06:50 PM

@edit4
Hm, intresting, I've made a mistake, my sentiels were following command list and I've placed some elite commanders[energy sword] on their way, sentiels were following commands and they've been shooting elites while stopping for a bit...
I'm gonna try with vehicles now:P
Edited by Smok Niszczyciel on Aug 12, 2010 at 06:59 PM

@edit5
I've made AIs teleport, there was no problems o_o

AI's can't drive vehicles by "go to" commands.

I'm ready to make new WarZone map - sidewinder - I've been researching here:)
Edited by Smok Niszczyciel on Aug 12, 2010 at 07:33 PM

@edit6
AI's can jump well, it's actually easy to make them jump where you want. I must be sure that it's worth making tutorial, so I need min. 5 peoples say " yes make the tutorial!:D" lol:P
Edited by Smok Niszczyciel on Aug 12, 2010 at 07:59 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 13, 2010 01:01 AM    Msg. 5 of 15       
I see you've learned the "magic" of command lists. However, AI following strict command lists tend to look unimaginative, and heavily scripted (without the scripting), while firing positions allow AI to have more freedom. Though this may be effective for cutscenes, for actual maps, it's rather uninteresting and bland. I see you're still just starting out, in which case it's great for you to experiment. However, for future AI maps, it'd look greater, and generally BE greater if you messed with firing positions rather than stiff command lists.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 13, 2010 01:17 AM    Msg. 6 of 15       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Gamma927
For efficient AI movement, place firing positions in the areas you want the AI to migrate to, and set the squads to "guarding at guard position". The AI will automatically seek out and attack any visible enemy intruding in their firing positions, thus portraying an effective and interesting AI battle rather than lines of enemies walking in single file towards their respective dooms.

Also, AI can't drive command lists. They just pathfind and stuff around the firing positions.


Yes they can.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 13, 2010 03:25 PM    Msg. 7 of 15       
Quote: --- Original message by: drillinstructor
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Gamma927
For efficient AI movement, place firing positions in the areas you want the AI to migrate to, and set the squads to "guarding at guard position". The AI will automatically seek out and attack any visible enemy intruding in their firing positions, thus portraying an effective and interesting AI battle rather than lines of enemies walking in single file towards their respective dooms.

Also, AI can't drive command lists. They just pathfind and stuff around the firing positions.


Yes they can.
Scripts don't count. Built-in Ai don't count.
After the teleport command, do an initiative command (enable).


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 13, 2010 07:21 PM    Msg. 8 of 15       
Neither of those are the way to make them drive a command list, though a script can call a command list. There was a tutorial around here (credits to adumbass) that explained how.

EDIT: Before you do anything, set the "ai driver can-sidestep" flag. This will enable them to move the vehicle.

In the vehicle tag, adjust the sideslip distance to 4; the destination radius to 6; the avoidance radius (so they don't run into everything) to 1; the pathfinding radius to whatever you want, I usually set mine to 10; and the charge repeat timeout to 1. When you set up the command list, do a set radius command first; the smaller the radius, the closer they will get to the point before going to the next point. I usually set mine anywhere from 3.00 to 8.00, depending on how closely I want them to follow a path. Set the points you want them to go to, and do the command list like you normally would. Bear in mind that they will not drive to points directly behind them.

The values I gave here can be adjusted - they aren't set in stone.
Edited by drillinstructor on Aug 13, 2010 at 07:32 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 13, 2010 09:13 PM    Msg. 9 of 15       
However, with this, the AI lose the ability to drive around per their free will. Although having command list driven AI is much more useful, for a simple AI mod as this seems to be, command list driven AI is much more annoying to work with.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 14, 2010 05:31 PM    Msg. 10 of 15       
Quote: --- Original message by: Gamma927
However, with this, the AI lose the ability to drive around per their free will. Although having command list driven AI is much more useful, for a simple AI mod as this seems to be, command list driven AI is much more annoying to work with.
And it depends on the map.
Command lists are dull and dumb, you're right. For a map like infinity, though, where there's a path, I think command lists could work. And you could put in initiative too.
If the path is too predictable, you could have a script randomly pick out of a hat of several command lists, and run one of those.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Aug 16, 2010 03:57 AM    Msg. 11 of 15       
A question for Gamma:

Do they go to the firing positions when provoked or will they just go there when they spawn? If u use a set radius command in a command list, does that initiate it?


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 16, 2010 10:00 AM    Msg. 12 of 15       
Depends on their initial and final state, in the encounter section. If both states are set to "alert" or "guarding", they will use positions when they see an enemy (could be you, or anyone). Otherwise they'll stand there... well... alert. If the initial state is set to "guarding at guard position", but the final state is set to "alert", they will run to a firing position and stand alert. If both states are set to "guarding at guard position", they will move from position to position.

No command list is needed.

SlappyThePirate: The Initiative flag doesn't mean they pick a path to drive. It means they choose when they want to follow the command list, if at all. If you want them to randomly pick a path, you would have to set up the command lists and paths as necessary and have a script randomly pick one.
Edited by drillinstructor on Aug 16, 2010 at 10:03 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Aug 16, 2010 01:23 PM    Msg. 13 of 15       
Quote: --- Original message by: drillinstructor

Depends on their initial and final state, in the encounter section. If both states are set to "alert" or "guarding", they will use positions when they see an enemy (could be you, or anyone). Otherwise they'll stand there... well... alert. If the initial state is set to "guarding at guard position", but the final state is set to "alert", they will run to a firing position and stand alert. If both states are set to "guarding at guard position", they will move from position to position.

No command list is needed.

SlappyThePirate: The Initiative flag doesn't mean they pick a path to drive. It means they choose when they want to follow the command list, if at all. If you want them to randomly pick a path, you would have to set up the command lists and paths as necessary and have a script randomly pick one.
Edited by drillinstructor on Aug 16, 2010 at 10:03 AM
Durr. That's what I said. May as well put in initiative before that too, so the ai can choose whether to get in a vehicle (or fight if there is an immediate threat).


Smok Niszczyciel
Joined: Aug 12, 2010

Where the laws of physics don't exist...


Posted: Oct 15, 2010 08:05 AM    Msg. 14 of 15       
I really need to know how to make AIs drive the way I want so I could make best maps ever, I have many good ideas:P

How did they make AIs drive so good in Halo 2? (yes I know it's not the same engine as halo 1)


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 15, 2010 12:31 PM    Msg. 15 of 15       
AI hog driving in Halo 1 is impossible to perfect, they just will always suck.

 

 
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