workin flood infection form in mp

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christobell 07





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Post by christobell 07 »

Tural wrote:
christobell 07 wrote:is possable to swap the flood things with a differant biped like an elite/grunt/brute... Also it would be way better If you actually says that you killed something, and you could get double kills and stuff.
1) Yes, but they have no weapons, and will not come after you.
2) That would require defining the AI bipds as mutiplayer bipds, which isn't possible.
I switched the floood infection with the flood carrier and they would look at me every where I would go, it was actually pretty creepy, any way some would fall over and explode like they would in SP.
Last edited by christobell 07 on Fri Aug 18, 2006 7:22 am, edited 1 time in total.
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Post by Snaku »

Tural wrote:People, AI in MP is disabled in the XBE, you have to modify the XBE in order for AI in MP to even function. So unless you plan to edit the XBE, you need a trainer in order to do this. There really is no purpose to continue saying "It would be good without a trainer."
Perhaps some time down the line a standard XBC trainer could be released that contains this and any other especially cool hacks for multi-player, such as perhaps enabling the B button on the banshee. If one were made that had all the useful features available, it could become standard for anyone playing modded maps on XBC or XLK to use the trainers.
So I'm especially interested in the idea of auto-turrets. I would think it'd be similarly simple, since it wouldn't require any paths or anything, but I can't remember if there were any self-firing turrets in the game. As I think about it, I'm pretty sure there weren't. Have you tried spawning a biped in a turret? It would require scripting, but it might work. Even better, the bipeds could be assigned to a team, so they wouldn't target their own side.
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Post by Tural »

Snaku wrote:So I'm especially interested in the idea of auto-turrets. I would think it'd be similarly simple, since it wouldn't require any paths or anything, but I can't remember if there were any self-firing turrets in the game. As I think about it, I'm pretty sure there weren't.
On the same general topic, I've encountered self firing SMGs, can't think of the level off the top of my head. By skipping a checkpoint with an older teleport trainer, I came across two self firing SMGs, picked them up, and they continued to fire without trigger presses. Not sure how this relates to the turrets, but it sounded the same in my head. :|
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Post by Unilat »

You could always import the minigun turrests on the wraith. They fired by themselves. Then you could just switch the hlmt and the projectile to look like and actual good turret.
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Post by Tural »

No, the turrets fired when operated by an AI bipd, not on thier own.
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Post by vb4life »

hasnt this alrdy been done before :?
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Post by Dojorkan »

Tural wrote:
Snaku wrote:So I'm especially interested in the idea of auto-turrets. I would think it'd be similarly simple, since it wouldn't require any paths or anything, but I can't remember if there were any self-firing turrets in the game. As I think about it, I'm pretty sure there weren't.
On the same general topic, I've encountered self firing SMGs, can't think of the level off the top of my head. By skipping a checkpoint with an older teleport trainer, I came across two self firing SMGs, picked them up, and they continued to fire without trigger presses. Not sure how this relates to the turrets, but it sounded the same in my head. :|
Quartine Zone, right at the end of the level.
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Post by Unilat »

But they didnt require the bipd's AI to work. They just required it to be there. Im sure that could be editted out.

Real turrest require the Bipds AI to be aimed and shot.
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Post by Snaku »

I wonder if the turrets on a phantom would work. I doubt the whole AI thing is really set up so that the phantom is being piloted by a biped or its turrets are. And even if they are, that comment about the flood carrier looking at the guy and then exploding if he got too close has me thinking a biped spawned in a turret might be able to aquire a target and fire.
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Post by dec1234 »

Hmmmm the turrets on the wraith wont fire unless someone is in the vehicle, probably an AI elite driver
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Post by Tural »

Snaku wrote:And even if they are, that comment about the flood carrier looking at the guy and then exploding if he got too close has me thinking a biped spawned in a turret might be able to aquire a target and fire.
He asked if there was any way to make them explode when you got too close, they don't do it currently.
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Post by Snaku »

christobell 07 wrote:any way some would fall over and explode when you I would get close to them like in SP.
Ah. I misunderstood. It was kinda' badly written. And no question mark.
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Post by christobell 07 »

Snaku wrote:Ah. I misunderstood. It was kinda' badly written. And no question mark.
Sorry, What I was meaning to say is that, The flood carrier would fall over and explode like in SP. They also watch you every where you go, but they dont walk.
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Post by GametagAeonFlux »

Not quite MP, but neato.
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Post by Snaku »

christobell 07 wrote:
Snaku wrote:Ah. I misunderstood. It was kinda' badly written. And no question mark.
Sorry, What I was meaning to say is that, The flood carrier would fall over and explode like in SP. They also watch you every where you go, but they dont walk.
Ok, that's what I thought you meant at first. So for whatever reason a biped doesn't seem to want to move around, but they (or at least the carrier) do seem to at least be able to aquire a target and execute an attack. If other bipeds could do the same, they could be spawned with weaps in hand (I suppose through scripting) and they should turn in place and shoot at anybody that comes near them. Taking that principle even further, they should be able to operate a turret if they're spawned in it. I'm also curious as to what would happen if an elite were spawned in a ghost or wraith.
Now we just need someone who understands scripting to give it a shot.

Another thing that might be fun to do in a map is to rig some sort of gate somewhere that is activated by a controller elsewhere, like in containment or zanzibar, and have a script that spawns a zillion of the little flood buggers behind that gate when the control is activated. It'd be a vicious trap to spring on someone when they get close enough.

Has anyone tried spawning any of the ambient critter things with this trainer yet? Such as a quadwing or those little sentinel buggers.
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Post by Trulife8342 »

Im sorry for always bashing down these type mods but im going to tell you exactly what this is, Its a simply a biped that preforms a script, Now if you told me that you have spawned it sucessfully through scnr 352 then I will back down and congradulate you on a job very well done, but other wise its just some object preforming a script, Very far from AI in MP, Let me remind you that true AI isnt scripted :roll:, but w/e if people like the mod then w/e im just clarifing what this is.
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Post by ~FallenOne~ »

omfg i have an idea... >_< TERRORIST GRUNTS ANYONE!

also ima disect this mod if he doesnt mind i have the feeling he used

scenarios\objects\special\pathfinding\pathfinding_small
&
scenarios\objects\special\pathfinding\pathfinding_vehicle

cause I Think thats what made the marines capable of driveing warthogs/scorpians
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Well AI isn't easy, its not like you get 5 nerds, coke-a-cola, and a bunch of computers and 2 days later theres AI. Its more like 50 Nerds, Cocaine, and Supercomputers, then 2 weeks later you get AI.
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Post by DoorM4n »

That is AI! The see you and they come to you and attack. Why would they go searching, not even in sp do they search?

IN MY OWN OPINION, I think some people are jealous because they wanted to produce the first AI in MP mod. Guess the only way to be the first is to overrule the firsts.
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Post by -DeToX- »

DoorM4n wrote:That is AI! The see you and they come to you and attack. Why would they go searching, not even in sp do they search?

IN MY OWN OPINION, I think some people are jealous because they wanted to produce the first AI in MP mod. Guess the only way to be the first is to overrule the firsts.
DoorM4n. Thats Not AI. Its a script... Trulife is right. Try spawning a grunt with AI, it wont move cause the AI isnt done right.

The little flood infection things run off of script and are told to run straight to you. :roll:
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Post by xbox7887 »

IMO, Kornman00 was the first to produce an ai mod since it is his trainer code thats required to do such a thing ;)

Also, I'm seeing lots of talk from those wanting to play with these types of mods over syslink...AI will not sync so you can throw all those ideas away.
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