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 »Requesting >>GOOD<< AI making tutorial

Author Topic: Requesting >>GOOD<< AI making tutorial (31 messages, Page 1 of 1)
Moderators: Dennis

Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 11, 2010 11:58 AM    Msg. 1 of 31       
I just want to know how to make AI walk by long path and shoot enemy if possible...


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Nov 11, 2010 04:19 PM    Msg. 2 of 31       
firing positions you mean,click the link and look at the tutorials section.they cover everything from adding a.i to your map to having a.i driving vehicles.

http://hce.halomaps.org/index.cfm?search=adding+ai&B1=Search

and a video from youtube....http://hce.halomaps.org/index.cfm?search=adding+ai&B1=Search
Edited by ally on Nov 11, 2010 at 04:30 PM


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 22, 2010 10:41 AM    Msg. 3 of 31       
There are just two tutorials which are from '08 and '05, so guess what... they suck


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 23, 2010 02:42 AM    Msg. 4 of 31       
If u want them to walk to places and shoot u can use command lists. Just in AI part of sapien. the script command is (ai_command_list <encounter> <commandlist> ). The click the box allow targeting and they will shot as they go along the command list.
Edited by Head Noob on Nov 23, 2010 at 02:43 AM


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 23, 2010 02:56 AM    Msg. 5 of 31       
I want them shoot while walking to a point (point = some base)


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 23, 2010 03:02 AM    Msg. 6 of 31       
Well u can do that in the command list. As well tick the allow targeting and the one above and they will shoot and move to the point i think.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 23, 2010 03:19 AM    Msg. 7 of 31       
Yes, this sucks because lack of strategy.

IF they keep moving then they will move into one big enemy encounter and die like chickens.

So they should stop moving and shoot enemy


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 23, 2010 04:09 AM    Msg. 8 of 31       
OMG. I the command lists you can make them pause and stop, shoot, die, dance, eat, smell, die more, go to and stop, look at, poop and much more.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 23, 2010 04:25 AM    Msg. 9 of 31       
OH MY GOD, BUT ENEMY ENCOUNTER CAN BE MOVING TOO YOU IDIOT

SO what if my encounter meets enemy encounter in some place I didn't think about?!


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 23, 2010 05:22 AM    Msg. 10 of 31       
Quote: --- Original message by: Smok Niszczyciel
OH MY GOD, BUT ENEMY ENCOUNTER CAN BE MOVING TOO YOU IDIOT

SO what if my encounter meets enemy encounter in some place I didn't think about?!

If you insult the people that are trying to help you, you are not going to find much help...


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 23, 2010 05:54 AM    Msg. 11 of 31       
He actually doesn't help me :)


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 23, 2010 06:32 AM    Msg. 12 of 31       
they will run into the encounter and shoot them while using pathfinding to move past. Anyway y would u wont the other encounter to run into them. If so just use (ai_magcially_see_encounter encounter encounter). They will then start shooting and running at each other.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 23, 2010 06:52 AM    Msg. 13 of 31       
Quote: --- Original message by: Smok Niszczyciel
He actually doesn't help me :)

Does it matter? You should still try to be considerate. Don't call him an idiot, for God's sake. Maybe he was attempting to help, and the act of attempting still deserves some respect. It doesn't matter if it wasn't exactly what you wanted.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 23, 2010 06:57 AM    Msg. 14 of 31       

*post deleted by admin for rules violation
READ THE RULES:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=2979

Bypassed profanity filter
Edited by Dennis on Nov 23, 2010 at 10:20 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 23, 2010 07:00 AM    Msg. 15 of 31       
#1, stop posting in all caps.
#2, make ai more intelligent by placing firing positions all over the map, then setting the encounter in both fields to "guarding at guard position"
#3, please learn to keep yourslef calm, and take a few lessons in good social practices.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 23, 2010 07:29 AM    Msg. 16 of 31       
@up

Don't talk to me =*


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 23, 2010 08:08 PM    Msg. 17 of 31       
Quote: --- Original message by: Head Noob
OMG. I the command lists you can make them pause and stop, shoot, die, dance, eat, smell, die more, go to and stop, look at, poop and much more.

That's saying that puppets are intelligent. No matter how advanced the puppet holder is, the puppets are still restrained to their strings. (puppets, marionettes?)

Here's the post I posted before, though you've probably ignored it.
Quote: --- Original message by: Gamma927

For AI walking on a set path:

-DON'T USE COMMAND LISTS
-DON'T USE MOVE POSITIONS

These are the generic crappy methods that people've used over the past few years. Here's what you DO use:

Place firing positions in the general area you wish the AI to go to. Add some firing positions around the path to that area.

In each AI squad, set the initial and return states to "guarding at guard position"

Create a script, for which every AI encounter can magically see the enemy that it's trying to attack. For instance, if the two AI encounters you want to fight together are redteam and blueteam, you'd use this script:

(script continuous visionscript
(ai_magically_see_encounter redteam blueteam)
(ai_magically_see_encounter blueteam redteam)
)


If you don't know how to create a script, just copy what I typed into a new Notepad file. Replace redteam and blueteam with the names of the AI encounters you want to fight. Then, click File > Save As (in notepad), and set the dropdown box to "All files". Save the file as script.hsc.

Then, move the script.hsc file into the reciprocal of the tags folder, in the data folder. For example, if your scenario is located inside tags\levels\test\death_island\warisland.scenario, then put your script.hsc file inside: data\levels\test\death_island\scripts\script.hsc. The scripts folder will not initially be there; you must create it yourself.

Once in, in Sapien, go to File > Compile scripts (or something like that). Alternatively, you can use the keyboard shortcut ctrl + shift + c.

Sapien should then display scripts compiled successfully. Save the scenario, and compile it in tool.


THIS is the way to implement intelligent AI. However, you've said that it didn't work for you before. Post WHY it doesn't work for you.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Nov 23, 2010 10:22 PM    Msg. 18 of 31       
Quote: --- Original message by: Smok Niszczyciel
Don't talk to me =*
How about I talk to you.

Read the posting guidelines before you post in this forum again. Failure to do so may result in your account being banned.


Read the Forum Posting Guidelines
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=27378


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 24, 2010 01:57 AM    Msg. 19 of 31       
@Gamma

I've tried your method in many ways, they just don't move...

@Dennis

WHat? ...


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 24, 2010 04:44 AM    Msg. 20 of 31       
He is saying "Be nice or u get banned".
Re-define ur Q. I don't get what ur really after. I throught that u wanted them to walk and shot for a cutscene of something.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 24, 2010 04:58 AM    Msg. 21 of 31       
Cuz NizzleSizzle needs to chizzle.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 24, 2010 03:28 PM    Msg. 22 of 31       
Are you sure the firing positions are set up correctly, the AI squads are set to guarding at guard position, and the script is compiled successfully?


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 25, 2010 04:11 AM    Msg. 23 of 31       
Yes. Firing positions were on the way and enemy base


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 25, 2010 01:46 PM    Msg. 24 of 31       
Where did you put the .hsc file?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 25, 2010 06:06 PM    Msg. 25 of 31       
What Gamma said. The script (hsc) file needs to go in
data\levels\LEVELNAME\scripts

Then you can compile it in Sapien.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 26, 2010 04:09 PM    Msg. 26 of 31       
That's how I did it


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 26, 2010 04:18 PM    Msg. 27 of 31       
Give me the exact directory you're saving it in, and the exact directory of your .scenario file.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 26, 2010 04:36 PM    Msg. 28 of 31       
**Halo Custom Edition\tags\levels\WarIsland for scenario
**Halo Custom Edition\tags\levels\WarIsland\scripts for script.hsc


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 26, 2010 05:55 PM    Msg. 29 of 31       
The .hsc file goes in Halo Custom Edition\data\levels\WarIsland\scripts.


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: Nov 26, 2010 09:10 PM    Msg. 30 of 31       
Whoops, now I see what I were doing wrong, thanks


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 27, 2010 03:45 AM    Msg. 31 of 31       
I lol'd.

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 1:40 AM 172 ms.
A Halo Maps Website