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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI Encounter Timelapse 2 part Von of Deux

Author Topic: AI Encounter Timelapse 2 part Von of Deux (18 messages, Page 1 of 1)
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MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Apr 5, 2011 01:34 PM    Msg. 1 of 18       
Get a mic; commentary it


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 5, 2011 05:53 PM    Msg. 2 of 18       
Do you honestly think when your setting up an encounter at all? Timelapse was pretty horrible, learn to place your firing positions correctly and set up the entire thing in a decent and interesting manor. I have a tutorial on how to set up encounters efficiently and better, if you'd like to see it.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Apr 5, 2011 11:44 PM    Msg. 3 of 18       
I watched that one like twice. I'm also a Vidoc junkie. I've seen all of those bungie vidocs several times. I just don't get bored of them.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Apr 5, 2011 11:57 PM    Msg. 4 of 18       
There's no thought to the encounters at all still. Learn from this kid, he's got a better Idea at it than you:

http://hce.halomaps.org/index.cfm?fid=5774


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Apr 6, 2011 08:44 PM    Msg. 5 of 18       
Well, though I can't map yet, it is sooo important that the bsp enhances your encounters (bungie of course designs theirs for a specific style of gameplay). They need to complement each other, and so should the AI difficulty, your weapons, the scenery placement, the ai movement, the sound. It all has to complement each other to make an experience that a) doesn't get boring b) isn't repetitive c) is interesting to watch and participate in d) is fun (big one) e) if you can get all of that, then it should just feel right. and feel smooth. It should make the player get a rush each and every time by making him solve problems and make decisions. That's incredible hard to pull off because you have to nailevery detail, is this assault rifle fun to use. Grr, that grunt keeps going over there, I don't like that. That elite is too cheap. These weapons don't make me feel like a bad**s. Fix it people. Don't let it slip and release a bunch of marines running at an army of grunts. Fix everything in your power to fix to as best as you can make it with your current skills. These are the kinds of mappers we need.
Edited by Xoronatus on Apr 6, 2011 at 08:44 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 6, 2011 09:54 PM    Msg. 6 of 18       
Quality is kind of bad, but may prove usefull.

BTW, the title should be Un sur Deux if its french.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Apr 7, 2011 08:09 PM    Msg. 7 of 18       
Quote: --- Original message by: gnademassica117

The encounters aren't meant to be Single Player encounters,


We gave you useful crit the first time around. Excuses are not acceptable.

Quote: --- Original message by: gnademassica117
they are meant to fight each other as though they are players.


Okay so that's an ok basis I _guess_ but still not acceptable for just randomly spamming firing positions.

Quote: --- Original message by: gnademassica117
There is no definite way to make it, and I don't see how Higuy can talk, since Lumoria used a completely different style, and I've never seen him make an encounter anywhere else.


So? We're trying to make you get better, we don't usually slander until after we try to get you to improve and you say "N U I DUN HAFTA"

Quote: --- Original message by: gnademassica117
I have never attempted to make a single player map, and though that is what most of my AI tags were made for, I wouldn't know the best way to make an encounter for one.

You're using ai bots. It is expected that you do not mean to make it for multiple players. therefore it is single ie "one" player... Even if that is what you mean to do, put more thought into it...
Edited by Dwood on Apr 7, 2011 at 08:10 PM
Edited by Dwood on Apr 7, 2011 at 08:11 PM


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 7, 2011 08:36 PM    Msg. 8 of 18       
Quote: --- Original message by: gnademassica117

The encounters aren't meant to be Single Player encounters, they are meant to fight each other as though they are players. There is no definite way to make it, and I don't see how Higuy can talk, since Lumoria used a completely different style, and I've never seen him make an encounter anywhere else.

I have never attempted to make a single player map, and though that is what most of my AI tags were made for, I wouldn't know the best way to make an encounter for one.



LOL NO, you are an idiot if you actually think that. "fight each other as players"... ok, well even if you set it up like the way you had done, the AI will basically be mindless and lots of random things will happen. e.g; if the AI wanted too, he could move to a position on the opposite side of the map or a random area. Not to mention you probably have at least a dozen firing positions overlapping and essentially no control over the AI what so ever.

Anyway, I've explained time and again how to create a decent encounter (not in the editor; actually designing one), and I've also explained how to make it in the editor.

Here:

"Higuys Tutorial on SP Design"
http://hce.halomaps.org/index.cfm?fid=5361

"Higuys AI scripting and placement"
http://vimeo.com/12915248
Edited by Higuy on Apr 7, 2011 at 08:36 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Apr 8, 2011 12:22 PM    Msg. 9 of 18       
Quote: --- Original message by: gnademassica117
I didn't spam. The video (not audio) is at 3000% speed.


Spam != Super Fast.

Spam as in Placing a lot, randomly, no matter the speed, wherever you feel like, using one type of fpos for placement all the way through, resulting in bland encounters.

Higuy has given you tips to get better. Now take it, and become better at it or stay at your current skill level.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 8, 2011 02:51 PM    Msg. 10 of 18       
Quote: --- Original message by: gnademassica117
I do not agree with Higuy's tips, and there is no skill level.


There is obviously a skill level where one person spams firing positions and another takes the liberty to plan them out. You don't have to agree with me, but the least you could do is try harder then what your doing now.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Apr 8, 2011 11:51 PM    Msg. 11 of 18       
Quote: --- Original message by: Higuy

Here:

"Higuys Tutorial on SP Design"
http://hce.halomaps.org/index.cfm?fid=5361

"Higuys AI scripting and placement"
http://vimeo.com/12915248
Edited by Higuy on Apr 7, 2011 at 08:36 PM


Those two were awesome. Most thoughtful things on the site.

Yeah, well I think it leans more towards the design of the encounters in Sapien than it does to the actor and actor variants. Those are important too, but it's the way that the AI interact with the surrounding environment and characters that counts most. Alhtough of course Guerilla still matters.

For my AI trainer project, to make human-like AI that flow in a multiplayer map will be very very complicated. But if the actors work with the design, that's caleld pro right there. It'll make you seem like a mod-god if you can make stuff that is interesting, fun, and doesn't suck. Lumoria is a good example. It doesn't suck. :D

P.S.
I remember reading a bungie technical discussion about AI. It said that programming and design need to work together perfectly to make a perfect encounter. But in my opinion, I think that design is a bit more important than programming.
Edited by Xoronatus on Apr 8, 2011 at 11:52 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Apr 9, 2011 12:43 PM    Msg. 12 of 18       
Quote: --- Original message by: gnademassica117
OK, everyone just use Higuys AI then. I have a commentary on my channel if anyone cares, but I don't think I'll bother any more.


We aren't telling you to quit. We're telling you to think more before you just place firing positions without any thought.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Apr 9, 2011 02:51 PM    Msg. 13 of 18       
Quote: --- Original message by: gnademassica117
You misunderstood, I'm not quitting anything, I'm just not going to continue the videos because people don't seem to like them.


You're misunderstanding. It's not that the videos are bad, but that you're using bad processes. Use better processes, then post more videos.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Apr 9, 2011 06:51 PM    Msg. 14 of 18       
The Sidewinder one was pretty good. Now they actually have more prominent defense areas and attack areas. :D
Edited by Xoronatus on Apr 9, 2011 at 06:51 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 10, 2011 03:39 PM    Msg. 15 of 18       
The point of having AI is to provide a challenge or make the game interesting for the player. AI only need character to look cool and fight each other well enough. Each type of AI unit (Elite, Grunt, Marine, etc.) has their own set of personality and characteristics that make them interesting, one reason why Halo was such a rave back in the day when it came out. The Time Lapse/Player-like AI aren't interesting if they don't have personality. They just seem like robotic, well, AI designed to be AI.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 10, 2011 07:05 PM    Msg. 16 of 18       
Quote: --- Original message by: gnademassica117
I tagged them myself, and if you could see what was happening in either timelapse, wow.

Who cares if you tagged the AI yourself, it dosen't matter. AI is AI, and they all have a similar way of working correctly or not.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 10, 2011 10:12 PM    Msg. 17 of 18       
Quote: --- Original message by: gnademassica117
Quote: --- Original message by: Higuy
Quote: --- Original message by: gnademassica117
I tagged them myself, and if you could see what was happening in either timelapse, wow.

Who cares if you tagged the AI yourself, it dosen't matter. AI is AI, and they all have a similar way of working correctly or not.
I wasn't talking to you.

You completely overshot my point. The way you set up your AI and how they correspond to each other is going to be way too robotic and bland.

And Higuy is right. Tagging is only a third of the battle. It's very easy to do and is also why i have not generally released my own Smart AI as of yet (I want to include a tut on how to utilize them the best ways possible).


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 11, 2011 06:04 AM    Msg. 18 of 18       
Quote: --- Original message by: gnademassica117
OK, but it's the way I like doing it, and it's the way that seems to work best for me. If you disagree, fine. Just don't expect me to change the way I do something.

Thats great. You could listen to us, and uh I don't know, get better results.

 

 
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