
Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 14, 2010 12:20 PM
Msg. 1 of 134
O_O
THANK YOUZ! It's about time someone put some good AI together and shared. I'll be sure to keep an eye on this.
Also, if you don't mind me asking, could you make an actor variant for the ODST's? I'm trying to make a Single Player mission, and I would like to include them.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 14, 2010 12:25 PM
Msg. 2 of 134
Dude, you are a freaking lifesaver. May I request some improved actor_variants for grunts, jackals, and hunters? I may need them later on if you know what I mean ^.^ Thanks dude!!!  EDIT: Especially to make them seek out the player. Edited by MoooseGuy on Oct 14, 2010 at 12:28 PM
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Oct 14, 2010 01:04 PM
Msg. 3 of 134
Cool, i couldn't modify actor_variants to save my live.
And mooseguy, getting the ai to seek out the player is done through firing positions, initial and return states, and scripting.
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warchieftain
Joined: Nov 14, 2008
Tar-21 ftw
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Posted: Oct 14, 2010 03:34 PM
Msg. 4 of 134
Wasn't darkhal003 working on improved elite and brute ai's ? wonder what happned there....
Just though i'd throw this in:
To make ai intresting to fight, we must not only consider their tagged behavior but their placement as well... You can have wonderfully advanced ai but if their firing positions and other setup factors are poor then the encounter will still remain unintresting.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 14, 2010 04:01 PM
Msg. 5 of 134
Quote: --- Original message by: gnademassica117 Darkhal003 was never intent on sharing his tags. yeah he was
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pwner5889
Joined: Jun 13, 2008
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Posted: Oct 14, 2010 04:05 PM
Msg. 6 of 134
Darkhal003 NEVER released ANYTHING at all. Except for ONE beta of a SP level he made.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 14, 2010 04:14 PM
Msg. 7 of 134
Quote: --- Original message by: pwner5889 Darkhal003 NEVER released ANYTHING at all. Except for ONE beta of a SP level he made. He was GOING to, he just never finished anything :/
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DarkLord0912
Joined: Jan 17, 2009
Works on bigger and better things
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Posted: Oct 14, 2010 11:03 PM
Msg. 8 of 134
Or you can do these things yourself honestly there not hard.
Trial and error friends stop waiting for somone else to do things for you,you make it happen
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 14, 2010 11:30 PM
Msg. 9 of 134
Quote: --- Original message by: Gamma927 File > New > Actor Variant.
Starting from the top...
Actor Definition: Direct this to the .actor tag that you wish to use. The .actor tag contributes a lot towards the way the AI acts. For example, the maximum distance that the AI can see is specified in the .actor tag, as well as guarding parameters, duck behind cover chance, etc.
Unit: Set the type of unit. Don't forget to browse to the unit itself. This is the biped that you will use.
Major Variant: This is the actor variant that contains the major variant. For example, in grunt minors, the grunt major variant is specified here.
Movement Switching: Essentially specifies whether the AI just runs, or crouches and runs.
Weapon: The weapon that the AI uses. Self explanatory.
Maximum Firing Distance: The maximum distance that the AI can shoot at. For assault rifles, I average around 8. For battle rifles and marksman rifles, I use around 16. For sniper rifles, I go for 40 or so.
Rate of fire: How fast you want the weapon to fire. If you want the AI to fire fully automatic, leave it at 0. If you want to fire semi-auto, one round every 2 seconds, you'll do a little math. One round every 2 seconds is 0.5 rounds per second, so you would use 0.5 here.
Projectile Error: How accurate you want the AI to be.
Gonna skip the next three because I never touch them. You can copy the values from another AI.
Death Fire Wildly Chance: The chance of firing randomly when the actor dies.
Death Fire Wildly Time: The time you spend firing wildly after you die. Firing wildly isn't necessary, but it's a nice touch for flood and grunts when they die. More of an aesthetic feel than one of a gameplay changing feel.
Desired Combat Range: This is a biggy. This sets how close the AI goes towards its target to fire. For sniper rifle AI, you want to stay far away. The end value also should be less than the maximum firing distance, so that it doesn't try to stay further away than it can. So for a sniper rifle AI, I'd normally leave it to pretty long ranged; around 30 - 40. For assault rifle AI, I keep it tight; 5 - 8. For shotgun AI, they're most effective at close range, so you'd leave it at 2 - 5. Note that the AI will TRY to get within this range, but if the maximum firing distance is greater than the end, it will fire at you if it isn't capable of entering this range.
The next two are aesthetic modifiers, to set the gun offset. I'm not going to dabble into this.
Target Tracking: On a scale of 0 to 1, it sets how well the AI tracks its target.
Target Leading: On a scale of 0 to 1, it sets how well the AI leads its target. Please don't set target tracking and target leading to 1, and be like "z0mg mai AI r so l33t cuz they r raep teh enemiz 10/10 tiemz".
Weapon Damage Modifier: Sets how effective the damage is with the certain weapon when the AI is using it. For example, if you have a rocket launcher AI, and you set the thing to 0.01, it'd only do 0.001 of the damage of a rocket launcher, which is around 300. So, you'd only take 3 damage from a direct hit, instead of 300.
Damage per second: Leave it at 0 to use the weapon's default. This is basically how much damage the AI does with the weapon towards its target per second.
For most of Burst Geometry, I'm only going to cover the important parts. Not enough time to go indepth.
Burst Duration: How long each burst lasts. So if you have a machine gunner AI, who fires for ten seconds at a time, set it to 10. If you have a pistol crewman, who fires one shot every few seconds, set it to that fraction of time.
Burst Separation: How long the AI waits between each burst.
Special Damage Modifier: A damage modifier for the special case firing. We'll go into this later.
Firing Patterns should be self explanatory. Overall, it just modifies your firing length and speed when berserking, moving, and acquiring a new target.
Special Case Firing Properties: This is a biggy.
Special Fire Mode: Overcharge: This is for weapons that are capable of charging (Plasma Pistol, Spartan Laser). Secondary Trigger: This is for weapons with a secondary trigger (Assault Rifle with Grenade Launcher, Battle Rifle with Masterkey Shotgun).
Special Fire Situation: Enemy Visible: When the AI sees an enemy Enemy Out Of Sight: When the enemy takes cover, or is hiding Strafing: When the enemy is in sight, and moving back and forth. Like those noobs in bloodgulch.
Special Fire Chance: The chance of using the special fire property.
Special Fire Delay: How long you must wait before using the special fire again.
Berserking and Meleeing should be self explanatory. Berserking is basically when the AI goes crazy, like when elites pause firing to roar at you.
Grenades: Most of the grenade parameters are self explanatory. I'll cover the important ones.
Grenade Velocity: This number must be a positive whole number in order to get the AI to throw. When you extract an actor variant, this normally isn't a positive whole number. You'd use around 9 to 10 for marines and grunts, and around 12 for elites.
Grenade Ranges: Similar to Desired Combat Range
Collateral Damage Radius: The AI won't throw the grenade if there's a friendly unit within this distance of the planned grenade throw.
Grenade Chance: How likely the AI are to throw grenades.
Grenade Check Time: How often the AI check whether or not to throw grenades.
Encounter Grenade Timeout: How often the AI must wait between grenade throws. This goes for all actors in an encounter. So if (list_get (ai_actors encounter) 0) throws a grenade, (list_get (ai_actors encounter) 1) cannot throw a grenade until the timer has gone up.
Items: Basically the stuff the AI drops when he dies.
Equipment: Not necessary, leave blank if you don't want him to drop anything. Otherwise, specify the equipment that you wish the AI to drop (health packs, overshields).
Grenade Count: Number of grenades that the AI drops when he dies.
Don't drop grenades chance: How likely the AI is to NOT drop a grenade when he dies.
Drop weapon loaded: Fraction of the ammo loaded into the weapon that the AI drops. So if you had 0.2 - 0.4 for a MA5B Assault Rifle, which has a clip of 60, he'd drop the weapon with 12 - 24 rounds loaded.
Drop weapon ammo: This is the amount of ammo stored in the weapon. This doesn't use a fraction system; rather, it uses an actual ammo count.
The last few values should be self explanatory / unnecessary.
Change Colors: This is for variants with color changes. If you set it to pink, for example, for a spartan AI using the multiplayer spartan biped, the AI would be pink.
Could be useful as a reference, or to make sure you do things other than making it a super aimbot :|
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Oct 14, 2010 11:38 PM
Msg. 10 of 134
Lol i did that last time i tried to modify ai tags, on the bright side though, they almost never missed XD.
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Oct 15, 2010 01:14 AM
Msg. 11 of 134
Hey Gnademassica, would you mind doing some spartans if you can too? The "Smartest" Spartans I have seen so far was: Rush, See enemy, Stop and fire; will only crouch walk away from grenades" And so I want to see like "smarter" Spartans........similar to real halo badass spartans. Please and Thanks? :)
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dood
Joined: Sep 9, 2010
programming will never end..
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Posted: Oct 15, 2010 01:54 AM
Msg. 12 of 134
i need an ai tag that is a really very good spartan that shoot spartan laser actor tag,can u do it =D Edited by dood on Oct 15, 2010 at 09:22 AM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 15, 2010 01:57 AM
Msg. 13 of 134
Quote: --- Original message by: gnademassica117 @Gamma: Quote fail. How is that a quote fail? He quoted himself from an earlier thread where someone was modifying AI.
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ricola_reaper
Joined: May 25, 2010
Polygon Pimp
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Posted: Oct 15, 2010 06:59 PM
Msg. 14 of 134
i think i'd like it if the AI could flip vehicles over, granted you'd have to keep them away from buttons if there are any on the maps but for things like RPG maps which are becoming quite popular i'd say that would be a nice thing to have.
Either that or maybe (if you can) after an AI dies you can pick up his body sort of like the oddball? I know this is out already but i dont know if they have released just the tag or which map it is in.
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dood
Joined: Sep 9, 2010
programming will never end..
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Posted: Oct 15, 2010 09:24 PM
Msg. 15 of 134
how about meh spartan laser actor tag =D
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 15, 2010 09:39 PM
Msg. 16 of 134
weel i want a good keyes, or faision, but thats odst soo...
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 16, 2010 07:57 AM
Msg. 17 of 134
Quote: --- Original message by: Delicon20Quote: --- Original message by: gnademassica117 Darkhal003 was never intent on sharing his tags. yeah he was Quote: --- Original message by: Delicon20Quote: --- Original message by: pwner5889 Darkhal003 NEVER released ANYTHING at all. Except for ONE beta of a SP level he made. He was GOING to, he just never finished anything :/ I would like to thank anyone who listened to Delicon. I'm doing the best I can between everything else in my life (Senior in High School, Halo Reach, Senior Projects, AP Classes, College Applications, Senioritis, et cetera) without getting bored from it all and ruining it (like I have so many other projects of mine). No one here has a right to speak for me in the same terms as gnadmassica and pwner have mainly because I do not share information about my projects and my personal life often. I do a lot in secret and I'm planning to release a LOT of my modifications and tags (New AI [the Brutes and SpecOps are all that remains], Halo CE Grenade Launcher [have been working on this the most], Sparrowhawk Fix [still need to see if it can work well with AI], and probably a couple of other things too once I finish those priorities in CE up). Aside from the clarifications, my Elite AI are done (except SpecOps) and the Brutes are NOT easy because Bungie has not had a consistent design with them (due to each game featuring differing conditions). I fight the Elite AI everytime I try out Grenade Launcher scenarios on B40, so don't think I dropped it in anyway. The Brute AI are stuck on the Carbine Brutes and the values in which damage should affect them at. How much shield strength should they have? How much body vitality should they have? Is it fun to fight them or are they still damage sponges? The latter is the most difficult one because the Brutes are supposed to be slower and not as tactically menacing as the Elites. I'm trying to give each Brute the Halo 3 and Halo Reach mentality no matter what situation they're in regarding their allies (are they with other Brutes, leading grunts or jackals, accompanying a Chieftain) and I have not reached that state yet. The Elites are a lot like Reach's (they're not stupid anymore), but I think the oldies will still enjoy fighting them. Sorry for derailing the topic. I'm glad you are doing everything besides the Elites and Brutes because I probably wasn't going to (the marines get complicated when you try to make them not kill everything and I think everything else is perfectly fine). It'll be cool seeing the end result. Good luck. You'll need it. Edited by DarkHalo003 on Oct 16, 2010 at 07:59 AMEdited by DarkHalo003 on Oct 16, 2010 at 08:00 AM
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 16, 2010 08:10 AM
Msg. 18 of 134
i want a better keyes, and i saw geist up there, those were always fun so you should do those
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 16, 2010 10:52 AM
Msg. 19 of 134
Quote: --- Original message by: gnademassica117 Sorry for assuming. My Elites and Brutes (if I do brutes) are probably going to be a lot different anyway, as I am not aiming for Reach/Halo 3 accuracy. Re-balancing the characters sounds interesting. Maybe making Elites rely more heavily on speed and evasion, whereas Brutes can take more damage, but are generally slower.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 16, 2010 07:06 PM
Msg. 20 of 134
Quote: --- Original message by: gnademassica117 Sorry for assuming. My Elites and Brutes (if I do brutes) are probably going to be a lot different anyway, as I am not aiming for Reach/Halo 3 accuracy. Well it isn't so much Halo 3/Reach accuracy just because it's Halo 3/Reach; I like the AI in both of those, so that's why I'm trying my best to make them close enough.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Oct 17, 2010 03:43 AM
Msg. 21 of 134
Quote: --- Original message by: goldkilla88 One question: What is a geist? I know they are in the CMT tagset (And don't work >:| ) and I checked out the model in Gmax but were do they come from? :? They joined with the Covenant for a brief time between Halo Reach and Halo 2, however they were wiped out by Halo 2 when the first Halo was destroyed. jk they're just some characters CMT made up. Something CUSTOM :legasp:
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 17, 2010 09:10 AM
Msg. 22 of 134
i had no idea what geists were, i just tested them and they DO work. they seem to me like we would use them in place of infections.
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 17, 2010 02:28 PM
Msg. 23 of 134
Quote: --- Original message by: gnademassica117 A drone. With Sentinal shields. And some weird integrated Plasma Rifle.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 18, 2010 07:58 AM
Msg. 24 of 134
Thanks, dude! I can't wait to test these out!  Sometimes, I love this community. 
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 18, 2010 11:09 AM
Msg. 25 of 134
Quote: Civilians: Progress: Do if Requested. I could use civies for my project. -Skidrow
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Oct 19, 2010 02:27 AM
Msg. 26 of 134
Civilians would basically be grunts except they wouldn't fight at all. Except for the occassional hero who grabs some bludgeon and fights but gets killed defending his family.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 19, 2010 10:27 AM
Msg. 27 of 134
Quote: --- Original message by: IcePhoenix Civilians would basically be grunts except they wouldn't fight at all. Except for the occassional hero who grabs some bludgeon and fights but gets killed defending his family. Can I still have some?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 19, 2010 11:30 AM
Msg. 28 of 134
Quote: --- Original message by: gnademassica117 Look at the OP, I'm doing them soon. Also, whether the civilians run away or fight depends on firing positions more than the tag itself. I know that much. They are mostly gonna run away.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 20, 2010 12:49 PM
Msg. 29 of 134
hey about the hunters, it looks like all you did was slow them down, make them jump like flood, and ridiculously boost their health, that's not improvement at all. I think you need to redo those.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 20, 2010 03:43 PM
Msg. 30 of 134
I unloaded rockets onto them for at least five minutes straight and finally just gave up :/
and yeah, they jump like flood to get closer to you when they're far away
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Oct 20, 2010 03:48 PM
Msg. 31 of 134
lol i haz to test these lol.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 20, 2010 05:10 PM
Msg. 32 of 134
Quote: --- Original message by: Delicon20 I unloaded rockets onto them for at least five minutes straight and finally just gave up :/
and yeah, they jump like flood to get closer to you when they're far away Sounds fun xD
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Smmt
Joined: Jan 22, 2009
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Posted: Oct 20, 2010 10:43 PM
Msg. 33 of 134
Hey thanks for these!
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Tuaha
Joined: Aug 1, 2008
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Posted: Oct 21, 2010 08:16 AM
Msg. 34 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: Delicon20 I unloaded rockets onto them for at least five minutes straight and finally just gave up :/
and yeah, they jump like flood to get closer to you when they're far away Rockets don't do anything, you have to hit the skin. Imo that's unrealistic. Whether the rocket hits the 'skin' or not, the Lekgolo will obviously be weakened by the explosive. Armour is not immune to every projectile in the world. If you're aiming for realism then I suggest to make Hunters vulnerable to rockets again. Edited by Tuaha on Oct 21, 2010 at 08:19 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 21, 2010 11:18 AM
Msg. 35 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: TuahaQuote: --- Original message by: gnademassica117Quote: --- Original message by: Delicon20 I unloaded rockets onto them for at least five minutes straight and finally just gave up :/
and yeah, they jump like flood to get closer to you when they're far away Rockets don't do anything, you have to hit the skin. Imo that's unrealistic. Whether the rocket hits the 'skin' or not, the Lekgolo will obviously be weakened by the explosive. Armour is not immune to every projectile in the world. If you're aiming for realism then I suggest to make Hunters vulnerable to rockets again. Edited by Tuaha on Oct 21, 2010 at 08:19 AM No. If they are vunerable to rockets, they are vulnerable to every other weapon too. Their shields can withstand lots of damages. They are even able to crush Spartans with those shields.
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