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[ai mod]hangemhigh covies vs marines

Posted: Sat Dec 01, 2007 4:08 pm
by burning hellion
sorry I havent been on for so long because of school and heres a mod that i made a long time ago but never posted

The covenant:
the grunts got a bit strong
elites are harder to take down
the hunters weapon uses the H2 beam gun

The marines:
the marines throw alot more grenades and does non-stop shooting

Posted: Sat Dec 01, 2007 4:17 pm
by UntalkativeBunny
cool. 9/10

wouldve been a 7/10 if it were vehicle spawning ai's.

so: +2 for the independant spawning ai's.



P.S: how'd you spawn them like that? i've gave up on trying to do it...was it CE>PC?

Posted: Sat Dec 01, 2007 4:40 pm
by burning hellion
yea its was ce to pc convert

Posted: Sat Dec 01, 2007 6:59 pm
by SPART3N
Looks pretty good to me 8/10

Posted: Sat Dec 01, 2007 7:55 pm
by Pepsi
SPART3N wrote:Looks pretty good to me 8/10

Posted: Sat Dec 01, 2007 10:07 pm
by Patrickh
now that harbinger is out, mods like this take like ten minutes, unless you script them and make them smart (did you?)

If you did scripting, etc., 8/10

Else, 6/10

Posted: Mon Dec 03, 2007 7:17 pm
by @noodle
I've made a mod like this recently. It's pretty easy to make ai smart and strong. Just a few adjustments.

Otherwise 7/10 Because of the hunter beam.

Posted: Mon Dec 03, 2007 9:00 pm
by Andrew_b
patrick you dont really use scripting to make them smarter...just to make the way the game uses them more useful.

Posted: Mon Dec 03, 2007 10:10 pm
by conure
Andrew_b wrote:patrick you dont really use scripting to make them smarter...you use firing positions and platoons. You can use scripts to make AI more aware of other ai and game conditions.
I think you meant to say that.

Also I like team Ai mods, but on hang em high they tend to be to chaotic.

Posted: Tue Dec 04, 2007 5:12 am
by DECOY
open map like Hangemhigh is great for duplicated sets of variants with
different visual and audio limits so that you can set short range
skirmishes and also ahve long range sniping AI.

Good use of trigger zones to make AI magically aware of each other if
you reach the (flag) will give the illusion of friendlies coming in to cover
your retreat once you have it.

Posted: Tue Dec 04, 2007 3:44 pm
by Patrickh
conure wrote that Andrew_b wrote:You can use scripts to make AI more aware of other ai and game conditions.
Sounds smarter to me.

Posted: Thu Dec 06, 2007 7:24 pm
by echo
to make smarter AI use HMT and go 2 ACTOR VARIENT-->then edit away
PS -try making ai have increased vision and hearing so if shoot once they will all attack you no matter where you are

Posted: Thu Dec 06, 2007 7:36 pm
by Andrew_b
echo...pc ai are dumb no matter what (dumb compared to what me, pat, and conure were talking about).

Posted: Fri Dec 07, 2007 11:27 am
by SL!P
Not only are they super exaggerated, hunters have super-guns, and the elites are total morons, but all the AI makes you lagg like all fuck. Not to mention you can't edit some of the spawns in SE.

This is a very bad AI mod, next time, not so many AI.

Posted: Fri Dec 07, 2007 3:11 pm
by Andrew_b
sl!p...you dont edit the ai spawns in SE.