Halo 2: Project .:AI:.-ZONES- (In progress)

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Shadow LAG
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Post by Shadow LAG »

Lol you just reasked everything I did :lol:
BTW: If your tired of people killing ur AI make them invincable in Hlmt using dothalo or pump up there shields and health using entity hlmt editor
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Post by xheadshotmastax »

i think after we got a good AI mod on coag or any other map we gotta enable "killed by the guardians" point loss and getting points by killing a AI.
or you could play infinite.

so at least you have a objective.

just a idea though.
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Post by Kamatzu »

They sync fine while they're standing still as far as I've heard... but will they sync when they can finally move on their own...? Online co-op zomg h4x11!!
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Post by snakejknight »

they sinke when they rrun after being stuck so idk hopefully they will, but i think only the host can have the ai trainer running, but then again i'm not sure, so way to test
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Post by Shadow LAG »

94% perfect synk. Apparntly we were wrong about bungie not having synk data. They do which means co-op is not a VERY strong possiblility.
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Post by TheTyckoMan »

Agent ME wrote:Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.

In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.

And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
In Insolence they used the actual value that the bitmask makes, instead of making it bits. In Entity we changed it to use the bit placement, because if you just add the bit value, then you'll end up just using it like an enum. If you have a problem with this, don't use Entity plugins......If enough people complain, I can make a converter (or anybody with some spare time). The other thing is that when you use a value, "bits" over lap and so you get values that don't match what you checked in the editor, which is really annoying.
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Post by VSG19902 »

Umm im playing splitscreen and im player 1 and my friend is player2, the ai are on his team and he can switch with there weapons and stuff. They just kill me. Just a little discovery. :D
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Post by jzimmer09 »

How do i make the AI respawn? its anoying having 2 restart the game...
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uralllame wrote:*looks at blankly for a while*. So, what does that mean, and how do I fix it? Thanks
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Post by VSG19902 »

Its a script, trying to make one myself :D
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Post by Agent ME »

TheTyckoMan wrote:
Agent ME wrote:Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.

In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.

And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
In Insolence they used the actual value that the bitmask makes, instead of making it bits. In Entity we changed it to use the bit placement, because if you just add the bit value, then you'll end up just using it like an enum. If you have a problem with this, don't use Entity plugins......If enough people complain, I can make a converter (or anybody with some spare time). The other thing is that when you use a value, "bits" over lap and so you get values that don't match what you checked in the editor, which is really annoying.
So how do I get the plugin to work right?
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Post by DiscoBob »

VSG19902 wrote:Its a script, trying to make one myself :D
you can make them respawn without a script
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Post by Shadow LAG »

respawning without a script is non user friendly compatable because it requires you to use a BIPD that non-modders do not support

sorry this is so offpost but I didn't want to double post. My friend could be bullshiting me but he said he spawned to people at a time by only making sure easy and legendary squads were set to 2 and a squad of 2 spawned. I could verify this ingame, but I'm not sure if hes telling me the whole truth.
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Post by latinomodder »

yes i am it actually worked, besides you saw it
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Post by VSG19902 »

DiscoBob wrote:
VSG19902 wrote:Its a script, trying to make one myself :D
you can make them respawn without a script
If you going to say something like that at least say how to do it. :)
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Complete?

Post by HaloGod911 »

This is a breakthrough and everything but, i would hardly call the project complete.
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Post by Shadow LAG »

its through the same way snipers in the mist chainspawn. Non-modders cannot see it though (I suspect). I tried 12 spawns and it like wierded up and the AI don't show up on my map now, but yes Im glad it worked for u.
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Post by imgettinowned »

This is just an Idea, but how insane would it be to use the SP level where you're flying the banshee hunting down the hertetic, aka, the first arbiter level, and turn it into an all out aerial war. Make it a multi team game, one team to each platform, have ai turrets defending each. Give each team a certain number of ai pilots. Give each team a certain number of those giant attack ships with the three turrets on the bottom. No rockets on maps, only fuel rods.
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Post by xtremegamr457 »

:( I think that link is down guys.

I was excited about playing it tonight too :x
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Post by ScottyGEE »

Hmmm, when I get an opportunity I think I'll have to play...And then look into some of the things so hopefully I can do some AI things...Could be fun to release "no friend versions" of my own mods...That way I can play them! :P
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Post by smacktalker »

Spammy wrote:What if you copied the paths reflexive from the map the BSP was converted from. IE take the reflexive from the scnr of highcharity.map and add the reflexive to the high_9 conversion map. Wouldn't the paths that are already set in the reflexive you copied over match to the converted BSP?
good point spammy... it came on my mind right after trulife said the paths where in the reflexive 576... so i copied all over the stuff.. AND THEY'RE SMART NOW! well only a little. they actually run after me, dodge away and stuff its awesome.. i've did it on my Conduit map.
so far i've just used the Elite and Masterchief BIPD to test out the stuff..
i'll now inject the floodcarrier, and the other infected.
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