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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI's

Author Topic: AI's (10 messages, Page 1 of 1)
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ilyasw
Joined: Jul 11, 2010

Smile, Tomorrow could be worse Xfire:Ilya108


Posted: Feb 21, 2011 12:28 PM    Msg. 1 of 10       
How do I make the AI run on a certain path, when I set up move positions they just stroll lazily on the path and when alerted to enemies they stay still, how do I make them run on the path and move about a bit when alert to enemies?

Sorry for all these posts on the forum, I really need help.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 21, 2011 12:43 PM    Msg. 2 of 10       
You use command lists.

You basically make points, attach them to a command in the command list, and then give the AI the command list to use.


ilyasw
Joined: Jul 11, 2010

Smile, Tomorrow could be worse Xfire:Ilya108


Posted: Feb 21, 2011 12:46 PM    Msg. 3 of 10       
Quote: --- Original message by: Higuy
You use command lists.

You basically make points, attach them to a command in the command list, and then give the AI the command list to use.


Can you elaborate a bit please, i'm really new to all of this.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 21, 2011 12:49 PM    Msg. 4 of 10       
Quote: --- Original message by: gnademassica117
I wouldn't recommend it. Firing positions >Command lists by far.


Actually, it depends on what your trying to do.

Quote: --- Original message by: ilyasw
Quote: --- Original message by: Higuy
You use command lists.

You basically make points, attach them to a command in the command list, and then give the AI the command list to use.


Can you elaborate a bit please, i'm really new to all of this.


So what are you trying to do, exactly? Make him go to a certain position, or...?


ilyasw
Joined: Jul 11, 2010

Smile, Tomorrow could be worse Xfire:Ilya108


Posted: Feb 21, 2011 12:51 PM    Msg. 5 of 10       
Quote: --- Original message by: Higuy
Quote: --- Original message by: gnademassica117
I wouldn't recommend it. Firing positions >Command lists by far.


Actually, it depends on what your trying to do.

Quote: --- Original message by: ilyasw
Quote: --- Original message by: Higuy
You use command lists.

You basically make points, attach them to a command in the command list, and then give the AI the command list to use.


Can you elaborate a bit please, i'm really new to all of this.


So what are you trying to do, exactly? Make him go to a certain position, or...?


Im trying to make the AI go in a path towards the place where I want them to encounter the enemies, but I don't want them lazily walking there, I want them to run there, and if encountering enemies not just stand still and fire if possible.
Edited by ilyasw on Feb 21, 2011 at 12:56 PM


Muscl3r
Joined: May 22, 2010

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


Posted: Feb 21, 2011 01:30 PM    Msg. 6 of 10       
(ai_magically_see_encounter marines1 elites1)

Place the ai then use that^ command to make elites1 see marines1 and put elites1's firing positions where you want them to begin shooting from/where you want the battle to take place

If you want the ai's to move along a specific path then use a command list and make use of the set radius command to set how close you want the ai's to go to the point's etc.


ilyasw
Joined: Jul 11, 2010

Smile, Tomorrow could be worse Xfire:Ilya108


Posted: Feb 21, 2011 01:49 PM    Msg. 7 of 10       
I have no idea how to script, you'll have to do this step by step with me, sorry. :(


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 21, 2011 06:56 PM    Msg. 8 of 10       
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.


I swear, I have a post saved for everything in this forum :V


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Feb 21, 2011 08:35 PM    Msg. 9 of 10       
Quote: --- Original message by: gnademassica117

Quote: --- Original message by: Higuy
Quote: --- Original message by: gnademassica117
I wouldn't recommend it. Firing positions >Command lists by far.


Actually, it depends on what your trying to do.

Firing positions are generally better to use, as command lists can greatly restrict a AI.

EDIT: Damn, Gamma inb4'd me.
Edited by gnademassica117 on Feb 21, 2011 at 07:44 PM


Like I said, it depends. I know how this engine works pretty thoroughly; believe me.

If your just trying to make a guy run to the general area where you are, just place his firing positions in the area (make sure there not a different squads or such), and use "defend at guard positions".

Now if he's an ally and going to be following you around, migrate his encounter into another encounter and use multiple squads to move him from group to group. There is also other multiple ways to do this, but it would take a bit of explaining.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 21, 2011 09:16 PM    Msg. 10 of 10       
Quote: --- Original message by: Gamma927

1) Create an AI encounter, and set up firing positions in groups (how?)
a) Before I proceed, I'll explain what I mean by "groups". Each group is an area where the AI would fight in given the player's proximity. For instance, if you have a series of rooms, and you make each room have a separate group of firing positions, the AI would fight in each room. Let's say the player's in room 1. Thus, the AI would only use the firing positions within room 1. When the player moves to room 2, the AI will use the firing positions in room 2. If you don't understand this, that's not too much of a problem. Just put firing positions down in groups. How?
b) To put firing positions down in groups, in the properties pane, there will be a dropdown box to specify a certain letter. Each letter represents a certain group. If you place half the firing positions down with A (red), and half with B (blue), then they'll choose between groups whenever convenient. Remember to keep the A firing positions grouped together, and the B firing positions in a separate group.

2) Create one squad (only one). Specify the actor variant, the difficulty, etc. Check automatic migration.
3) Create a new squad. For this squad, do NOT specify the actor variant or difficulty. Instead, the only things you do are to check automatic migration and follow the directions below.
4) In the attacking, defending boxes, put in the letter of a firing position group (for example, A for firing position group A)
5) Repeat for all firing position groups.
6) Use the ai_follow_target_players command in a script.

That should be it.

^AI following.

 

 
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