AI question's

Discuss general issues about modding HaloPC. Post ideas for mods here.
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hiheyhello





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AI question's

Post by hiheyhello »

I have been reading up on some AI tutorals (thank you DH and AB) and I'm interested in making a AI mod.

I have one small question though, how many AI can you have running around before you exception?
Last edited by hiheyhello on Sat Nov 15, 2008 8:01 pm, edited 1 time in total.
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DeadHamster




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Post by DeadHamster »

im not sure on a set amount, but I know theres a set limit to how many can be in game at once. in the start of the game it auto-forces that limit (IE if the max is 30 no more then 30 will spawn), however w/ respawning that number can go over and exception.

I believe it's around 45ish, I know with Act 2 I had three respawning tanks with 5 each, and around the 3rd 4th respawn it crapped out, but that means it could also be 31, or even as high as 60ish.

Althought I doubt it's 60.
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Post by hiheyhello »

eh i was thinking 15 :? I would think you would need enough time to kill at least half of them.

I was figuring 20ish with respawns every 1 minute maybe more with the addition of numerous traps giving you a good advantage. Really it comes down to having a way so that some of them will die even though you don't kill them, maybe active scenery in certain areas killing some of them.

Puzzling :?

Edit : Maybe not respawning giving a lot of AI
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Post by DeadHamster »

whatever you choose. good luck with that.
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Post by hiheyhello »

Hmm choices lots of choices..Any other insight? Ideas? Suggestions?
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Post by Corvette19 »

Make it where there are hard AI to kill, like actual challenges...
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Post by hiheyhello »

Well they weren't going to be like H3 Infection with 1 shot kill I'm talking about HalfLife 2 on Hard some challenge but slow.
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Post by MoDFox »

The amount of AI varies per map I believe.
Although if you don't have it set to AI respawning the vehicles spawn as you approach them therefor allowing you over the "limit".
In this case it allows you to make respawning AI that should not interfere as long as you beat them before there are too many and it removes some of your AI ahead.
Just make sure that if you make them respawn, make it happen slow so you have a chance to fight the AI ahead before you have too many of the other.
Example. You have a respawning AI set for say 5 minutes or however long you thing it will take you to get somewhere and back so then it doesn't interfere down the road.
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Post by bcnipod »

I don't believe it will exception, just slow down a lot.
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Post by hiheyhello »

really its just getting the ai into the map thats annoying for me because i always exception :( ima go read DH's tut again
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Post by bcnipod »

honestly, I don't know where you go wrong, hmmm
PMI the AI into BG for example, then go to a vehi tag and put the actr or actv tag into that reflexive slot.
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Post by MoDFox »

Fixing all the models?
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Post by DeadHamster »

i kinda explained it in my first post. im pretty sure theres a max limit, because when i first messed around with respawning after 3-4 respawns of not killing, my map would exception, even if i just sat there doing nothing.

i think theres a max, and it's auto enforced in the begining when occasionally vehicles will spawn empty, but with respawning i think it might push it over and cause it to exception.

Thats my idea about it. but it DOES except.
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Post by conure »

Maximum number of AI encounters = 128
Maximum number of objects in a game = 2048
Maximum number of actors = 256
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Post by bcnipod »

conure wrote:Maximum number of AI encounters = 128
Maximum number of objects in a game = 2048
Maximum number of actors = 256
ah, good solid numbers
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Post by hiheyhello »

i was wondering when conure would show up. Thank you conure :P
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