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Author Topic: 2 AI Questions ... (24 messages, Page 1 of 1)
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kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 28, 2011 05:56 AM    Msg. 1 of 24       
Q1. Is it possible to make it so you get a kill when killing AI's in game?

Q2. If I edit a default map, put AI's in it, change the name and make a server with it, will people see the AI's if they join?

EDIT: Q3. I set my AI's to move randomly, and put one move position. Then all of my AI's go to the one move position, and once there, just stand there. How do I make them truly move around the map randomly?

EDIT: Q4. What is 'Squad Delay Time' used for?

EDIT: Q5. If you put no move positions, do the AI still move randomly?
Edited by kyozo_43 on May 29, 2011 at 12:04 AM


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 28, 2011 03:48 PM    Msg. 2 of 24       
Q3:
1. place many move positions, or use magic sight and set them to guard at guard position. tho you'll need to put a lot firing positions else they'll suck


milkkookie
Joined: Aug 10, 2010

:)


Posted: May 28, 2011 04:15 PM    Msg. 3 of 24       
ai dont sync online, which mean it wont work online
Edited by milkkookie on May 28, 2011 at 04:15 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 28, 2011 05:10 PM    Msg. 4 of 24       
Quote: --- Original message by: mastur cheef
Q1, you will only get points by killing players. not AI.

No, use ai_attach making legitimate players playing into AI, then when the ai infected player is killed, its still counted as the player (of course, this drags players out of sync. the AI property over rides most of the player properties, so their positions are no longer sent between machines.. but you could still have one carry a flag, or have points awarded for them dying) when a player is turned into a AI, you need something like cinematic_start to get them moving (inturn, also preventing you from moving. bump possesion is fine as long as on the machine you want them to look as AI from, they have left their body (hord everyones minds in one body) of course, it flips out when you start killing their corpses with this hivemind..)


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 28, 2011 08:31 PM    Msg. 5 of 24       
Quote: --- Original message by: Smok Niszczyciel
Q3:
1. place many move positions, or use magic sight and set them to guard at guard position. tho you'll need to put a lot firing positions else they'll suck

Ok, I've decided to put many move positions ... but I want to make them TRULY random. So, I have decided to use a random number generator (random.org) to plot out the coordinates. How do I make a move location using coordinates only (no right clicking to make the coordinates (see image) -----> http://img90.imageshack.us/img90/6990/image01.png

EDIT: Never mind, I figured it out.

Quote: --- Original message by: milkkookie

ai dont sync online, which mean it wont work online
Edited by milkkookie on May 28, 2011 at 04:15 PM

Ok, thanks!

Quote: --- Original message by: mastur cheef
Q1, you will only get points by killing players. not AI.

Alright, that is what I thought.

Quote: --- Original message by: kirby_422
Quote: --- Original message by: mastur cheef
Q1, you will only get points by killing players. not AI.

No, use ai_attach making legitimate players playing into AI, then when the ai infected player is killed, its still counted as the player (of course, this drags players out of sync. the AI property over rides most of the player properties, so their positions are no longer sent between machines.. but you could still have one carry a flag, or have points awarded for them dying) when a player is turned into a AI, you need something like cinematic_start to get them moving (inturn, also preventing you from moving. bump possesion is fine as long as on the machine you want them to look as AI from, they have left their body (hord everyones minds in one body) of course, it flips out when you start killing their corpses with this hivemind..)

Yeah ... I didn't understand a bloody word of that. (if you want to explain, feel free to)

EDIT: Q4. What is 'Squad Delay Time' used for?

EDIT: Q5. If you put no move positions, do the AI still move randomly?
Edited by kyozo_43 on May 29, 2011 at 12:04 AM


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 29, 2011 08:28 AM    Msg. 6 of 24       
Q4:
After this time, AI's wont count as squad but single units.
Q5:
You can add firing positions around, and make AI guard at guard position and give it "magic sight" (ability to "magically" see every enemy on the map) so they will just go there and try to kill enemy.

For making AI move randomly - you need to place move positions and IN SQUAD SETTINGS make initial state (or w/e was that) to "moving randomly" - NOT LOOP.


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 29, 2011 06:05 PM    Msg. 7 of 24       
Quote: --- Original message by: Smok Niszczyciel
Q4:
After this time, AI's wont count as squad but single units.
Q5:
You can add firing positions around, and make AI guard at guard position and give it "magic sight" (ability to "magically" see every enemy on the map) so they will just go there and try to kill enemy.

For making AI move randomly - you need to place move positions and IN SQUAD SETTINGS make initial state (or w/e was that) to "moving randomly" - NOT LOOP.

Ok ... what if I set both states to moving randomly, put no firing/move positions, and tick magic sight?
Will they just go to each player and attempt to kill them?

EDIT: Also, whenever I play a game mode that is free for all, I still have one set of AI's on my side, and one set not on my side ... why is this so?
Edited by kyozo_43 on May 29, 2011 at 06:07 PM


Muscl3r
Joined: May 22, 2010

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


Posted: May 30, 2011 12:05 AM    Msg. 8 of 24       
I think its because your the only player in the game so you are on team 0 which is what the ai is set to and the other team is set to team 1.

You'd have to make a different variant of the map where each ai is on its own team (excluding team 0 because that is the team the player starts on)


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 01:37 AM    Msg. 9 of 24       
Quote: --- Original message by: Muscl3r
I think its because your the only player in the game so you are on team 0 which is what the ai is set to and the other team is set to team 1.

You'd have to make a different variant of the map where each ai is on its own team (excluding team 0 because that is the team the player starts on)

Yeah, that is what I thought too :P
So, does anyone know what will happen if I put no firing/move positions and stuff?


Muscl3r
Joined: May 22, 2010

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


Posted: May 30, 2011 01:41 AM    Msg. 10 of 24       
My guess is that the ai will just stand there


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 01:58 AM    Msg. 11 of 24       
Quote: --- Original message by: Muscl3r
My guess is that the ai will just stand there

really? then that sucks :P
is there any way I can just get them to follow the players?


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 30, 2011 02:28 AM    Msg. 12 of 24       
Make a squad, a platoon, and then make them maneuver(or w/e was that word) to NONE but they MUST be near the player. So they will just follow the player and shoot stuff. You can also make them throw nades which makes gameplay better.


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 02:46 AM    Msg. 13 of 24       
Quote: --- Original message by: Smok Niszczyciel
Make a squad, a platoon, and then make them maneuver(or w/e was that word) to NONE but they MUST be near the player. So they will just follow the player and shoot stuff. You can also make them throw nades which makes gameplay better.

Like this? (you may have to navigate around the image)
-----> http://img192.imageshack.us/img192/4002/image01j.png
Edited by kyozo_43 on May 30, 2011 at 02:48 AM


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 30, 2011 03:02 AM    Msg. 14 of 24       
Yeah IIRC this should work. I just don't know if you have to add an IF statement to the platoon settings.


Muscl3r
Joined: May 22, 2010

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


Posted: May 30, 2011 03:09 AM    Msg. 15 of 24       
Create a txt file and put this in:

(script continuous i'm-a-sexy-beast
(ai_follow_target_players [ai encounter])
)

replace [ai encounter] with the name of the desired encounter

save the script as Muscl3r is a Beast

Now go save as

select all files (instead of txt)

now save it as Muscl3r is a Beast.hsc

Create a folder in data\levels\mapname

call the folder scripts

if ur map is located in levels\Muscl3r_is_Angelic then create the folder in data\levels\Muscl3r_is_Angelic

Chuck the hsc file in their then run Sapien

Open ur map and go file, compile scripts

Save then compile ur map
Edited by Muscl3r on May 30, 2011 at 03:10 AM


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 03:28 AM    Msg. 16 of 24       
Quote: --- Original message by: Smok Niszczyciel
Yeah IIRC this should work. I just don't know if you have to add an IF statement to the platoon settings.

Haha ok, I'll just try Muscl3r's approach first :P

Quote: --- Original message by: Muscl3r

Create a txt file and put this in:

(script continuous i'm-a-sexy-beast
(ai_follow_target_players [ai encounter])
)

replace [ai encounter] with the name of the desired encounter

save the script as Muscl3r is a Beast

Now go save as

select all files (instead of txt)

now save it as Muscl3r is a Beast.hsc

Create a folder in data\levels\mapname

call the folder scripts

if ur map is located in levels\Muscl3r_is_Angelic then create the folder in data\levels\Muscl3r_is_Angelic

Chuck the hsc file in their then run Sapien

Open ur map and go file, compile scripts

Save then compile ur map
Edited by Muscl3r on May 30, 2011 at 03:10 AM

So, I made a hsc file called aifollow.hsc
And I put it in \data\levels\test\'MapName'
And the script is -
(script continuous encounter_block_0
(ai_follow_target_players )
)

Is this correct?


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 30, 2011 03:36 AM    Msg. 17 of 24       
Don't forget to connect the script to the map. I'm not scripting for Halo CE, so this also helped me. But I think it won't work for multiplayer:D


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 03:40 AM    Msg. 18 of 24       
Quote: --- Original message by: Smok Niszczyciel
Don't forget to connect the script to the map. I'm not scripting for Halo CE, so this also helped me. But I think it won't work for multiplayer:D

how do I connect the script to the map?
I think I'm doing something wrong, because they're still moving to the move position .... do I have to remove move positions and add a squad and all that for the script to work?
Quote: --- Original message by: Smok Niszczyciel
Make a squad, a platoon, and then make them maneuver(or w/e was that word) to NONE but they MUST be near the player. So they will just follow the player and shoot stuff. You can also make them throw nades which makes gameplay better.

For this to work, do I need to have magic sight after timer ticked?
Edited by kyozo_43 on May 30, 2011 at 03:43 AM
Edited by kyozo_43 on May 30, 2011 at 03:46 AM


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 30, 2011 03:50 AM    Msg. 19 of 24       
I don't remember I saw the tutorial for it like two to three years ago. Try looking on halomaps or youtube, or just use google. Seriously, it helps!


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 04:10 AM    Msg. 20 of 24       
Ok, forget about all that, I really don't care that much.
But, all that aside ... I still have no Idea why my second ai encounter won't move unless I go in there and start shooting at them (at that state they are chasing me trying to kill me)
I have move positions and everything is the same as my first ai encounter, but they just won't move! (my first ai encounter does move)


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 30, 2011 04:18 AM    Msg. 21 of 24       
Find my map warzonegulch and hack it, then look at blue team ai encounters. But, this map is old and I've found way better ways for AI. And if I could upload my video on progress on my new map, you could see how it works.


kyozo_43
Joined: May 27, 2011

~Always Needs Help~


Posted: May 30, 2011 04:21 AM    Msg. 22 of 24       
Quote: --- Original message by: Smok Niszczyciel
Find my map warzonegulch and hack it, then look at blue team ai encounters. But, this map is old and I've found way better ways for AI. And if I could upload my video on progress on my new map, you could see how it works.

Haha alright ;P
Thanks! I hope it works :D


Smok Niszczyciel
Joined: Aug 12, 2010

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


Posted: May 30, 2011 04:29 AM    Msg. 23 of 24       
I mean the blue team because it's less likely to be attacked, so AI can freely walk around the base. Red base is constantly getting owned by spartans lol so all they do is just attack and die:D

You can also check spartans (in caves) or sentinels, sentinels were supposed to go to caves but I rarely could see them do that because they were attacking blue team.


Muscl3r
Joined: May 22, 2010

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


Posted: May 30, 2011 02:35 PM    Msg. 24 of 24       
(script continuous ai_follow
(ai_follow_target_players encounter_block_0)
)

And i didnt mean put the script in levels\'Mapname'

I meant if ur using bg for example u'd put the script in data\levels\test\bloodgulch\scripts

 

 
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