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AI question's
Posted: Sat Nov 15, 2008 7:18 pm
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?
Posted: Sat Nov 15, 2008 7:32 pm
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.
Posted: Sat Nov 15, 2008 7:44 pm
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
Posted: Sat Nov 15, 2008 7:50 pm
by DeadHamster
whatever you choose. good luck with that.
Posted: Sat Nov 15, 2008 7:54 pm
by hiheyhello
Hmm choices lots of choices..Any other insight? Ideas? Suggestions?
Posted: Sat Nov 15, 2008 7:56 pm
by Corvette19
Make it where there are hard AI to kill, like actual challenges...
Posted: Sat Nov 15, 2008 8:02 pm
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.
Posted: Sat Nov 15, 2008 9:30 pm
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.
Posted: Sun Nov 16, 2008 1:32 pm
by bcnipod
I don't believe it will exception, just slow down a lot.
Posted: Sun Nov 16, 2008 2:12 pm
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
Posted: Sun Nov 16, 2008 2:15 pm
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.
Posted: Sun Nov 16, 2008 2:35 pm
by MoDFox
Fixing all the models?
Posted: Sun Nov 16, 2008 3:25 pm
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.
Posted: Sun Nov 16, 2008 5:11 pm
by conure
Maximum number of AI encounters = 128
Maximum number of objects in a game = 2048
Maximum number of actors = 256
Posted: Sun Nov 16, 2008 5:13 pm
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
Posted: Mon Nov 17, 2008 1:21 pm
by hiheyhello
i was wondering when conure would show up. Thank you conure
