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Q about AI
Posted: Tue Jan 06, 2004 7:43 am
by fusional
Yo people, this question may have been answered before, but I don't give a toss if I get flamed.
I've been playing about getting grunts into bg, and I succeded, to a point. Once I had gotten them in there was some weird stuff going on with the modelling, cos I had this weird black plane when I looked around at certain angles, but the grunts were there, mostly invisible lol, but they made a few sounds like they do in game. I had imported the plasma rifle variety, but I didn't put plasma rifles on, so they didnt, shoot, or move around, but they reacted to me when I approached. And fell to the ground when I shot them, with their death sound.
So, if the grunt can react to me, with sound, then there must be a way to get fully fledged AI into the map, as that in essence is what they displayed, they wouldnt be able to react to me without some AI.
If everyone wanting to get AI in a MP map worked together instead of everyone trying to do it on their own, then some progress might be made on this.
You know what I'm saying?
Posted: Tue Jan 06, 2004 7:52 am
by Beastman
i downloaded one i think over at halo-mods with elites, i never actually saw the elites cause automatically they would get into banshees and ghosts but when im out of school ill take out theose and see if i see them, but dont know if they are invisible too, look around at hackhalo or halo-mods to see if u can find the guy that did them then u guys could probably work together adn make a seriously nice mod.
Posted: Tue Jan 06, 2004 8:01 am
by fusional
I'm thinking like an endurance/slayer type mod where enemies keep spawning (if they are in place of vehicles) and each guy has like a few lives, and have to last the longest to win (most kills etc).
Would be cool
Maybe we should arrange this now...
I think probably the reason why it didnt work right for me is because I didn't really import everything for the grunt into the map, either that, or model support is crap in hmt map rebuilding lol.
Posted: Tue Jan 06, 2004 9:37 am
by Beastman
most likly the 2nd one haha, i am goin to say it and it definatly isnt the first time, WE NEED SDK FOR HALO
Posted: Tue Jan 06, 2004 11:06 am
by seagoat
the reason the model is screwd is because the raw model data hass pointers that go to offsets in its original map. the reason it reacts is because there is something in the biped meta that tells it to make noise when the grunt notices the mc. the covenent dropship gun is the same, it shoots the mc when it notices him. the grunt wont walk around because i beleive it needs something like a path in the scenario object. could be wrong though
Posted: Tue Jan 06, 2004 1:44 pm
by Burnination
when i played with Aztecs AI mod, i flipped the ghost that the "MC" elites were in and they were shooting me and walking towards me...it was pretty cool...so this is possible
Posted: Tue Jan 06, 2004 1:48 pm
by maegus15
Yes it is possible to AI in mp just DL the movie in the movie section and watch elites get in hogs and kill evry one its funny and almost anything is possible wit the power of moding! And YES WE DO NEED SDK OR SAIPEN OR WHAT EVER YOU WANT TO CALL IT!!!! Because hmt isn't a gearbox made thing so it is realy not a halo thing.. ( you get what im saying right?) Gearbox is able to get into the code too... that is something that us modders can't do right now ( or at least what I know of)

...
Posted: Tue Jan 06, 2004 2:21 pm
by seagoat
but not to have them walk around, they walk towards you because it does not need to be specified in the game where to send the elite when it goes towards you. as of now i think you can only put the ai in and make it stand where it is, say some crap, shoot a bit, and coax it towards you. i dont understand how they were able to make the elite spawn in the game. especially in a ghost. i was thinking, if you were to swap the plasma grenade equipment object for a vehicle, would it respawn a new one the same time as it would spawn plasma grenades? like after say 2 minutes or so.
Posted: Tue Jan 06, 2004 2:38 pm
by fusional
yeah, but thats a while without an enemy, I suggest put them in place of vehicles...and put the respawn time low, so they respawn more often.
So if its all possible, shall we start with some research? See what we can get working and what we can't?
I mean as far as I can tell, providing that the bipeds have their respective actor and actor variants in the map, then they should move around and stuff, that is what tells them to move isnt it? how to act, hence the name?
Posted: Tue Jan 06, 2004 2:40 pm
by fusional
seagoat wrote:i beleive it needs something like a path in the scenario object. could be wrong though
Is this something we can import maybe?
Posted: Tue Jan 06, 2004 2:55 pm
by seagoat
not if i am right, paths have to be different for every map. i was messing around and i found the answer to my question. i changed the plasma grenade under equipment for mc biped and they spawned whenever there was an absence of biped on that spot. the weird thing was, there were four grenades spawn points, and from a distance i only saw two mc's. so i went closer and noticed that two were actively camoflaged. weird. also i noticed that my curser turned red when i wimed at them as if they were enemies. i was thinking that this would be very useful for spawning things that need to be spawned over and over during the game. does anyone know how to change the respawn time of the equipment?
Posted: Tue Jan 06, 2004 3:00 pm
by fusional
raw model data has pointers that go to offsets in its original map
No way to strip those out in hex or whatever?
Posted: Tue Jan 06, 2004 3:24 pm
by seagoat
i dont know how but i do know that it would be a long and tedious job, and you probobly wouldnt finish by the time sdk comes out.