Joiner Friendly AI
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Joiner Friendly AI
This map contains joiner friendly AI on the map Battle Creek. Simply apply the QPF to a stock battle creek map using eschaton, and then start a game on the internet.
People who join will see ghosts flying around, and the ghosts shoot at them. You will see white MC's in the ghosts.
The AI does sync to a certain degree. If you kill it, then the other player will see them as dead, and you can see them shooting the other player.
The AI does not move, and if it falls out of the ghost will not shoot.
The AI will constantly respawn. Beware, this eventually leads to lag due to lotsa ghosts.
Do NOT restart the game
I would advise playing on a gametype with vehicle respawn set to off, as this may cause an exception. I'm not sure though.
Credits: Corvette For Testing
Flea for givin me the idea
bcnipod so he wont yell at me.
People who join will see ghosts flying around, and the ghosts shoot at them. You will see white MC's in the ghosts.
The AI does sync to a certain degree. If you kill it, then the other player will see them as dead, and you can see them shooting the other player.
The AI does not move, and if it falls out of the ghost will not shoot.
The AI will constantly respawn. Beware, this eventually leads to lag due to lotsa ghosts.
Do NOT restart the game
I would advise playing on a gametype with vehicle respawn set to off, as this may cause an exception. I'm not sure though.
Credits: Corvette For Testing
Flea for givin me the idea
bcnipod so he wont yell at me.
- Attachments
-
- pictcha
- ghost.JPG (74.46 KiB) Viewed 1950 times
-
- Joiner Friendly AI.rar
- download
- (1.88 KiB) Downloaded 12 times
Last edited by DeadHamster on Sun Aug 10, 2008 3:26 pm, edited 1 time in total.
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
- [RR]RedRene
- Posts: 482
- Joined: Sat Feb 03, 2007 11:01 am
- Location: England
- Corvette19
- Posts: 1191
- Joined: Wed Jun 21, 2006 6:05 am
- Location: South Carolina
It does not sync in CE, it can not, and will not sync. The net code wasnt designed for it. They have made the AI stay still, which they always see where the AI are, but the shooting is not synced, nor is their deaths.
Xfire = corvette19
WaeV wrote:Mess around with stuff, make exceptions, get messy! Do something we've never seen before.
this is nothing new really. The reason it syncs is because all the AI are in vehicles. Biped placement doesnt sync, vehicle placement does.[RR]RedRene wrote:I believe Syncing has been done in CE(But they have more stuff to work with), but this opens the door's for a whole new section for PC Modding, if it could be refined, it could become a great success.
And if they don't accept Jesus as their Personal Savior, you can kill them later. How cool is that!
wait a sec modfox, why not go to the Biped you have spawning as AI in HHT and on the left side where it says bipd change it to vehi and save changes.
this seems too simple...if this works why didn't anyone think of it before?
this seems too simple...if this works why didn't anyone think of it before?
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
I've been replaced.DeadHamster wrote:I did last night. Me and modfox were testing last night, but apparently macs dont like the cyborg_mp to be vehi, because he ended up with both of us on the ceiling in his game.
Need to find somebody to test a fixed version with me.
Cut the crap. This is a reeleesed mawd. k? Dis offtopic jazz got to go to modding discussion yo.
Anyways, switching the tag classes of tags can lead to exceptions easily (from what I remember).