Intelligent AI
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Intelligent AI
This will create AI that run at you and shoot you on sight. This is a step up from normal PC AI, which will only stand and shoot.
I found this myself through all the stuff I've been doing with AI recently, I am the first to my knowledge to have done this. If I am not, then please do not accuse me of theft, It's not true.
You must know how to PMI AI tags, how to do a dependancy swap, have Phenomena's 64 Plugin Pack, and be a somewhat expierienced modder to follow this tutorial. I will NOT be going in depth for the PMI, as it is a pre-requesit (spelling?)
Part One
Getting the AI ready to be extracted.
Open c20.map in HHT.
Select under the [actv] branch, either FloodCombatElite_Unarmed or FloodCombatHuman_Unarmed.
Under the [bipd] slot in the dependancy swapper, swap the flood for what biped you want.
Part Two
Getting the AI in your map
Open your map in HMT, batch extract, extract BSP.
Open c20.map in HMT, recursively extract the [actv] tag we prepared earlier.
Decrap the models of the biped, AS WELL as what gun he's set up to hold. This is VITAL.
rebuild the map, selecting only the [actv] tag as a new tag.
Part Three
Making it smart.
Open your map in HHT, and select the biped you built in. Under the weap dependancy, give it whatever weapon you want it to hold.
Open your map in HMT, and select the [actv] tag.
Scroll until you find "max firing distance". It should be at 0. Change that to something else. I put 50.
Change the "Rate of Fire" to something. I chose 8.
open the [actr] tag for your AI
Put only on the flags that make for the biped to have.
Change it's vision/hearing. I put 80 vision, 60 hearing.
I wont go any more indepth then that, but if you understand actv/actr tags, you should be good, if not copy/paste values from the AI tags of your biped in a SP map if you want or inject it's meta. Be careful, I'm not sure if you'll overwrite something that could make it not run. Make a backup before you try it.
If you use any of this, credit me please. Thank you.
I found this myself through all the stuff I've been doing with AI recently, I am the first to my knowledge to have done this. If I am not, then please do not accuse me of theft, It's not true.
You must know how to PMI AI tags, how to do a dependancy swap, have Phenomena's 64 Plugin Pack, and be a somewhat expierienced modder to follow this tutorial. I will NOT be going in depth for the PMI, as it is a pre-requesit (spelling?)
Part One
Getting the AI ready to be extracted.
Open c20.map in HHT.
Select under the [actv] branch, either FloodCombatElite_Unarmed or FloodCombatHuman_Unarmed.
Under the [bipd] slot in the dependancy swapper, swap the flood for what biped you want.
Part Two
Getting the AI in your map
Open your map in HMT, batch extract, extract BSP.
Open c20.map in HMT, recursively extract the [actv] tag we prepared earlier.
Decrap the models of the biped, AS WELL as what gun he's set up to hold. This is VITAL.
rebuild the map, selecting only the [actv] tag as a new tag.
Part Three
Making it smart.
Open your map in HHT, and select the biped you built in. Under the weap dependancy, give it whatever weapon you want it to hold.
Open your map in HMT, and select the [actv] tag.
Scroll until you find "max firing distance". It should be at 0. Change that to something else. I put 50.
Change the "Rate of Fire" to something. I chose 8.
open the [actr] tag for your AI
Put only on the flags that make for the biped to have.
Change it's vision/hearing. I put 80 vision, 60 hearing.
I wont go any more indepth then that, but if you understand actv/actr tags, you should be good, if not copy/paste values from the AI tags of your biped in a SP map if you want or inject it's meta. Be careful, I'm not sure if you'll overwrite something that could make it not run. Make a backup before you try it.
If you use any of this, credit me please. Thank you.
Last edited by DeadHamster on Thu Nov 13, 2008 6:37 pm, edited 1 time in total.
It's a bit unclear which actor variant we extract. Is it one that's holding a weapon on the unarmed one?
For anybody still wondering where FTD has gone, here it is.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Why do we need to decrap the model of the weapon? Can't we just use an existing, uncrapped weapon?
For anybody still wondering where FTD has gone, here it is.
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
Is it just me or do you happen to write tutorials on exactly what I have written tutorials on.
http://forums.halomods.com/viewtopic.php?t=74116
http://forums.halomods.com/viewtopic.php?t=74116
- guysullavin
- Posts: 1542
- Joined: Sun Sep 16, 2007 6:11 pm
- Location: Niagara-on-the-lake
- Contact:
did you even bother to read this one?bcnipod wrote:Is it just me or do you happen to write tutorials on exactly what I have written tutorials on.
yours has nothing to do with this one... stop thinking he's stealing your ideas!
Not Removing until Prototype comes out. Started 1/7/2009
obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG!
waev: caps lock might
I did I am just saying, that they all see to mimic topics I have covered.guysullavin wrote:did you even bother to read this one?bcnipod wrote:Is it just me or do you happen to write tutorials on exactly what I have written tutorials on.
yours has nothing to do with this one... stop thinking he's stealing your ideas!
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Philly, you only DONT have to decrap the weapon if A) you unreference it in the XML file or B) don't paste the extracted files over the existing.
It's easier to just take the 10 seconds to decrap them.
bcnipod, the two are simmilar in that they both involve [actv] and [actr] tags. This is for MP AI that dont just stand and shoot, but rather are more intelligent and follow you around.
Your's made campaign AI smarter, in that they could hear better, stay out of lines of fire, etc. etc.
I swear I'm not stealing anything from yours. Like I've said before, I dont even look through this section half the time.
It's easier to just take the 10 seconds to decrap them.
bcnipod, the two are simmilar in that they both involve [actv] and [actr] tags. This is for MP AI that dont just stand and shoot, but rather are more intelligent and follow you around.
Your's made campaign AI smarter, in that they could hear better, stay out of lines of fire, etc. etc.
I swear I'm not stealing anything from yours. Like I've said before, I dont even look through this section half the time.
Just don't paste the files over the existing ones then. That's a silly way to PMI.
For anybody still wondering where FTD has gone, here it is.
Whoa, chill outDeadHamster wrote: bcnipod, the two are simmilar in that they both involve [actv] and [actr] tags. This is for MP AI that dont just stand and shoot, but rather are more intelligent and follow you around.
Your's made campaign AI smarter, in that they could hear better, stay out of lines of fire, etc. etc.
I swear I'm not stealing anything from yours. Like I've said before, I dont even look through this section half the time.
I was not saying you stole anything, I am just finding it interesting that both of us have done tutorials on almost exactly the same topics/methods.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
DeadHamster, I'd just call you unlucky. Tell me, what does everybody call the hex duplication method? 'Philly's method'? It is more likely than not that somebody like Phenomena invented it first, and I just happened to find it out again, without knowing it ever existed. So we should really call it 'Phenomena's Duplicating Method'.
Anyway, my pennyworth would be to check if something similar has been posted before. If it has, ask the author of that thread. That's how I would try to avoid conflicts.
Anyway, my pennyworth would be to check if something similar has been posted before. If it has, ask the author of that thread. That's how I would try to avoid conflicts.
For anybody still wondering where FTD has gone, here it is.
- guysullavin
- Posts: 1542
- Joined: Sun Sep 16, 2007 6:11 pm
- Location: Niagara-on-the-lake
- Contact:
why not just call it the 'Duplicating Method'?having a name before a method just seems a bit to gratuitous, i mean, 'Duplication Method brought to you by Philly' would be plenty good if using the context that someone asked "urr how do i do the duplicationzz?" if it had a link before that...Philly wrote:DeadHamster, I'd just call you unlucky. Tell me, what does everybody call the hex duplication method? 'Philly's method'? It is more likely than not that somebody like Phenomena invented it first, and I just happened to find it out again, without knowing it ever existed. So we should really call it 'Phenomena's Duplicating Method'.
i still think you could just post a link and be happy
Not Removing until Prototype comes out. Started 1/7/2009
obj1: DUDE'S GOT A POINT....I GIVE THIS PRODUCT A TRY....HELL WHAT COULD GO WRONG!
waev: caps lock might
- hiheyhello
- Posts: 781
- Joined: Sun Oct 07, 2007 11:03 am
- Location: ontario
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Maybe he has a crush on you and this is how he shows it?guysullavin wrote:did you even bother to read this one?bcnipod wrote:Is it just me or do you happen to write tutorials on exactly what I have written tutorials on.
yours has nothing to do with this one... stop thinking he's stealing your ideas!
On-Topic:
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