[MOD] Flood Juggernaut with AI in High Charity
- P8ntballer24
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You fools just got served by Trulife...
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Trulife8342 wrote:No you havent even scratched the surface, First off i'll give you and everyone here a small challange, First learn the AI script structure, Google works miracles, Then once you have a tiny bit of knowladge look threw the scnr reflexives, then figure out which one's you would need to to have in MP for the AI to work, once you've done that. Move those reflexives (have fun with that) use p8ntballers24's Tutorial on it, THEN after you moved it, transfer a squad from the SP map, if you dont know what a squad is then just stop at this point, But if you know what that is, transfer that squad (which ever you want) to your map, Then transfer all of its dependancies, The char/biped/ and if nessary the weapon it uses, Then after all of that (let me tell you we arent even 1/10th done) You would need to find the Script index, lol have fun, Once you've found it find out how it works, Meaning the commands, Then find out whats wrong with the xbe, have fun with that too, then make sure every little thing is linked together (dependancies,string id's, scnr pallets), after all of that then you need to fix its spawning info, meaning which script commands it uses, the path it uses, the cordinates, how many will spawn, which char will spawn, and the weapon it uses, if it drives a vehicle and the vehicle seat, and then you might be on your way to having AI in MP, please if anyone has done those things let me know, Have fungruntboy wrote:Hey guys, I am sorry I got your hopes up about multiplayer. However, i've been trying some stuff and I am on to something. I might be able to figure out how to have elite AI on Backwash. Maybe in the next month or two.
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- P8ntballer24
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Mach Intelligence
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- Trulife8342
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......machine , And what do you mean "how can it be this complex" your talking about the most complicating part of the video game, If you knew the the script index you can literally tell the AI to do what ever it is you want to do, You can recreate the whole SP and possibly even MP as you know it, sure we can change the spawn count and the biped and shit like that, But imagine if we could tell the pelicans where to drop and where major encounters can be made, So now I want you to think about what you just said, and I hope you realize what you said.gruntboy wrote:yes. It just seemes there has GOT to be something we are missing. How could it be so complex. Oh, and about backwash, is the 2nd moniter(don't know his name) just like in the enviroment, or does he actually know where he is flying and flies randomely(like does he have AI?)
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- Trulife8342
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- Trulife8342
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Halo 2 uses a hierarchical tree of behaviors, with weighted priorities to bias child behaviors. Masks can be applied to the tree to further bias searches on behalf of specific character types. Bit vectors are used for individual characters to hold goals and the actual state (details here were fuzzy, unfortunately). It was unclear whether or not priorities used floats in each behavioral node. Character data can be partially instantiated to save on memory. Areas of the world are represented using navigation meshes.
I hope that helped.
I hope that helped.
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No, I'm pretty sure it's called LISP, and Trulife is right, you guys aren't close to figuring out scripting in MP/SP, although I don't know much about it myself, other than a few AI styles and Script Reflexes.S3anyBoy1 wrote:Spanglishgamokanian?Trulife8342 wrote:Do you know what language the AI system is written on?
Awaiting connection...
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Thank you.MrBalll wrote:http://files.halomods.com/viewtopic.php?t=48834
- Trulife8342
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