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Generally Better Campaign AI Tutorial:
Posted: Tue Jan 15, 2008 3:24 pm
by bcnipod
Posted: Wed Jan 16, 2008 5:27 pm
by WarHampster
cool, i'd been wondering how to do stuff like that.
Posted: Wed Jan 16, 2008 5:55 pm
by MoDFox
Excellent! Harder Legendary like... Legendary 2.0 or... yea. Ha ha Thanks!
Posted: Fri Jan 18, 2008 7:36 am
by bcnipod
it will make the AI a bit harder, it mainly makes them smarted. if you want harder do what Pepsi did in FTW with taking the grunts out almost completely, and swapping them with jackals.
Posted: Sat Jan 19, 2008 7:22 pm
by halo3o3
all the original AI just suck really bad in halo 1, kinda pathetic... good tut btw
Posted: Sat Jan 19, 2008 8:35 pm
by Patrickh
DECOY made a tutorial very similar to this a while ago, but this is good nonetheless.
Posted: Sun Jan 20, 2008 3:55 am
by bcnipod
Note about tut: Most of this tut I figured out, but some things i found from looking in the other end of the tuts section. there is some really good stuff in there, just people never look.
Posted: Thu Feb 07, 2008 3:52 pm
by fletchr
i hav no idea ho u r doing this i cant find the box check-off list thing i understand the actr and vehi stuff but the heck-off box doesnt appear...........any idea how to make it appear?
Re: Generally Better Campaign AI Tutorial:
Posted: Thu Feb 07, 2008 4:06 pm
by bcnipod
bcnipod wrote: also you will need the 64 plug-in pack for this.
Re: Generally Better Campaign AI Tutorial:
Posted: Fri Feb 08, 2008 3:18 pm
by bigshot007
"........- Target Tracking: Increase it." this is not a good thing to do i found out, unless you do exactly the right amount. meaning, this depends on lots of other factors like target leading.... This basicly makes the enemys or whatever guy your doing, shoot all over the place, but the target. If you dont do it correctly.
Posted: Wed May 07, 2008 4:06 pm
by fletchr
OK....i have the 64-plugin pack(i useing eschanton) and i make i use hmt tags.....after that i go down to the vehi class and click on a vehi and go to flags........and i cant find the AI driver enabled or te AI driver can sidestep.....what am i missing here?
Posted: Fri May 09, 2008 8:02 am
by bcnipod
did you click on "Main" or something else?
Re: Generally Better Campaign AI Tutorial:
Posted: Sat May 10, 2008 4:00 am
by Guiltyspark
bigshot007 wrote:"........- Target Tracking: Increase it." this is not a good thing to do i found out, unless you do exactly the right amount. meaning, this depends on lots of other factors like target leading.... This basicly makes the enemys or whatever guy your doing, shoot all over the place, but the target. If you dont do it correctly.
So? Can you tell us, how it to do correctly? To make the AI shoot exactly?
I searched the answer about a year or something
(Sorry, my English is maybe terrible.. That's because I'm Swiss
)
Posted: Sat May 10, 2008 4:36 am
by sangheili
When I make mods with better AI, I also edit the damage amount they (AI) can do. Nearly 100% of the time, the AI is far too good.
Posted: Sat May 10, 2008 4:40 am
by bcnipod
I am not trying to make a more powerful AI I made this tut on how to make them smarter, so they offer more of a challenge.
Posted: Sat May 10, 2008 4:53 am
by sangheili
In doing so, you make them powerful.
Posted: Thu Aug 07, 2008 11:58 am
by Hublah
Awesome, I love to do this sort of thing.
And for Marines I bump up their burst length as well as increase their preferred range (which only really works if you increase their maximum firing range too but you already covered that).
To increase burst length:
Open up Eschaton and open up the Actor Variants then choose one. Go to Main and then Floating Point Numbers.
In about the middle you'll find 'Burst Duration' followed by 'Burst Duration - To'. The first one determines the shortest burst they will fire, the second will determine the longest burst they will fire. I think it just randomly picks a number equal to or between these two numbers. Anyways up it by a lot. Right now I've been using 1 and 3 but I used to use like 3 and 5. Try it out and see how it works out. It makes the Marines a lot cooler to watch, they won't just be squirting bullets out, they will hammer down on the trigger.
In the same menu right above target tracking you can see 'Desired Combat Range' and 'Desired Combat Range - To'. If you up these the Marines usually survive longer. As far as I know it works like the burst length. Lately I've been working with 6-9.
Posted: Thu Aug 07, 2008 1:27 pm
by Philly
Hublah wrote:I think it just randomly picks a number equal to or between these two numbers.
That is true. A lot of values in Halo have 'upper and lower bounds' like this.