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AI Zones In Foundation COMPLETE

Posted: Tue Oct 09, 2007 12:30 pm
by grimdoomer
AI ZONES IN FOUNDATION

Thats right they relly move. There are Hunters, Grunts, Jackles, and Elites wich all respawn. And I added an Assult Rifle just for fun, but some how when i was building stuff meta for it got injected. I dont know what map it was from but its there so if you notice it im sorry but im giving you credit.

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Like I sayed befor they will hunt you down and kill you. They are pretty agressive too. They all respawn and all. NOTE Im make a tutorial as you read this so be patient it should be out tonight!!!!!!

Credits:
Creia - for halo 1 Assualt Rifle
suppermodder911 - Told me how to get offset 212 couldent have done it with out you.
xbox7887 - AI research
Truelife8342 - AI research
TheTycoman - AI research
-DeToX- - AI research
kornman00 - AI research
PokeCancer, Anthony - H2C and H2G and Entity
I know im missing some one so if you helped me let me know and ill add you in. Any one else that helped me along the way!!
Note: Shadowz_Of_Death did not help create this!!!
Patch:
NOTE: the extension for the patch is seenity please change it to serenity!!
http://dodownload.filefront.com/8758109 ... fb4089e651

Posted: Tue Oct 09, 2007 12:37 pm
by Supermodder911
Great job. *wishes he made his mod first* :cry:

Posted: Tue Oct 09, 2007 12:56 pm
by EGG
do they chase you till they touch you? or do they stay at a distance and fire at you?

Posted: Tue Oct 09, 2007 1:02 pm
by grimdoomer
they chase you untile you dead then just walk around randomly. one or two will only chase you if they see you or you shoot them they rest are just brutal!!!

Posted: Tue Oct 09, 2007 2:19 pm
by L0d3x
What ever happened to beaver creeks AI zones? And why of all maps foundation? Great job though on getting it to work! VERY impressive!!!

Posted: Tue Oct 09, 2007 2:41 pm
by DemonicSandwich
Make sure you include a plugin along with your tutorial this time, otherwise a tutorial is useless on unmapped values.

Posted: Tue Oct 09, 2007 2:46 pm
by grimdoomer
dont worry im gunna make sure its perfect down to the last details.

Posted: Tue Oct 09, 2007 3:51 pm
by Shadowz_O_Death
I should get credit for discovering this! :cry: :cry: :cry:

Regards,
Shadowz_O_Death

Posted: Tue Oct 09, 2007 4:09 pm
by grimdoomer
what do you mean suppermodder911 and everyone in his project discovered 212 and probaly more but i found how to use it.

Posted: Tue Oct 09, 2007 4:58 pm
by Trulife8342
Well, I guess its time to hang up my hat for AI modding, Thanks for showing me that no matter what as long as people work together things will be accomplished no matter how hard they are said to be. Great job guys im glad I helped.

Trulife.

Posted: Tue Oct 09, 2007 5:00 pm
by grimdoomer
hang up your hat why? AI modding has just started.

Posted: Tue Oct 09, 2007 5:01 pm
by Trulife8342
lol, my goal was to get all of you guys started on it, I never intended on making mods myself, just paving the way so you guys would have the ability to make them, kinda like what soldier of light did with scripts

Posted: Tue Oct 09, 2007 5:32 pm
by Supermodder911
Trulife8342 wrote:lol, my goal was to get all of you guys started on it, I never intended on making mods myself, just paving the way so you guys would have the ability to make them, kinda like what soldier of light did with scripts
Well I know someone made me interested in AI(You did incase you're still wondering) .
And I didnt discover 212 at all. I just helped you where you know I helped.

Posted: Wed Oct 10, 2007 8:53 am
by swepower
i like it, good jobb

file ext.

Posted: Wed Oct 10, 2007 4:32 pm
by Meatwad068
very nice job well beyond my capabilities or at least at this point but hopefully not for long i'll be awaiting your new ai map.

Posted: Wed Oct 10, 2007 9:07 pm
by CaptainPoopface
This is cool. I know almost nothing about AI mods or the significance of what you've accomplished here, although less incompetent AI seems to be one of the remaining holy grails for H2.

My constructive opinion is that there needs to be more action. AI mods in the Team Remapped AI Revision pack use a theme of war between AI factions to create a more frenzied battle zone that is fun to play solo, with or without AI teammates. Can you add a squad of buggers, marines, or flood marines? Maybe a couple of snipers here and there? The elites in the center seem to be on their cigarette break. They can hardly be motivated to shoot until you walk right up to them and spit a loogie in their eye. Elites are my favorite AI to fight, so I'd like to see more feistiness from them.

While I'm reaching, how about some brutes in Ghosts or Spectres? And some AI stationed on the upstairs level. I think if you double or triple the number of AI guys on the map and stoke the battle zone with an enemy squad, this would be a really fun one.

Congratulations. I hope this is just the beginning.

Posted: Wed Oct 10, 2007 9:38 pm
by Supermodder911
CaptainPoopface wrote:This is cool. I know almost nothing about AI mods or the significance of what you've accomplished here, although less incompetent AI seems to be one of the remaining holy grails for H2.

My constructive opinion is that there needs to be more action. AI mods in the Team Remapped AI Revision pack use a theme of war between AI factions to create a more frenzied battle zone that is fun to play solo, with or without AI teammates. Can you add a squad of buggers, marines, or flood marines? Maybe a couple of snipers here and there? The elites in the center seem to be on their cigarette break. They can hardly be motivated to shoot until you walk right up to them and spit a loogie in their eye. Elites are my favorite AI to fight, so I'd like to see more feistiness from them.

While I'm reaching, how about some brutes in Ghosts or Spectres? And some AI stationed on the upstairs level. I think if you double or triple the number of AI guys on the map and stoke the battle zone with an enemy squad, this would be a really fun one.

Congratulations. I hope this is just the beginning.
The reason why you don't see as much AI is because of the size of these maps and how easy it is to make them lagg. So the more AI the more the lagg.

Posted: Thu Oct 11, 2007 9:33 am
by Shadow LAG
What is it with you people and your devil magic?

Posted: Thu Oct 11, 2007 10:23 am
by grimdoomer
ya although the elites are the funnest they dont move that much in campign at all so they dont in multiplayer. The more AI the harder it is with finding coordinates then respawn. Respawn has to be done first so i might only want a medium amount of AI to start with but then want more but i cant cause i have to build with H2 Guerilla. A cobination of covenant + flood is also hard because they relly on two diffent pallets of weapons vehicles thing like that and it hard to modifly that after rebuild with out exceptions. Im working as fast as I can but my comp is slow and takes 5 hours to rebuild so thats about one AI mod a day. "They Appocolips" the next mod im working on wich is relly WWII (big war) will take longer and might lag ass in the end due to many thing added. Vehicles do move two but not that much most in campiagn are scripted to move a lot so they need to be in multiplayer. Like i sayed the mod has to be planned out befor even starting or it will backfire. Things like location AI characters respawn bsp SCRIPTS are most important. This all has to be brought into consideration befor starting. If you have any ideas you would like to see send me a pm and ill work on it but untile i get a new proccesor for my other comp wich will compile in 30 secounds it will take a while.

Posted: Thu Oct 11, 2007 10:26 am
by L0d3x
You could always make a secure shell to another fast computer you know and let it rebuild for you!