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[MOD][CE->PC]Timberland AI

Posted: Fri Jun 15, 2007 10:45 pm
by Andrew_b
Well i fell this is basic, but a pretty well prepared mod. So your probably thinking, "Oh great, another stupid PC AI mod where they dont move, are stupid, and are just a waist of a mod." Well your wrong, this mod was made on Custom Edition and converted to PC. This is the best AI your going to find on PC (CE->PC).

So anyways README
Timberland AI Readme wrote:Mod made by: Andrew_B at halomods forums

Description: A valley inhabited with Covenant and Humans at war. You fight along side with the marines, and try to kill the (literally)
never ending covenant forces.

Whats in the mod?
AI
types:
Marines
Armored Marines
Elites
Commander Elites (energy sword elites)
Grunts (get in vehicles)
Jackals
Hunters
AIs run, and have teams. something you cant do with PC alone.

Credits:
Theghost for the tagset.
Om3g4Muff1n for teaching me CE AI
Warlord, mustard, conure for the tut (i knew most of it but still used some of it) <-- didnt know who to put :P
Any one i may have missed
Pictures!!!
Image
Image
Image
Image

Download link: http://files.filefront.com/Timberland+P ... einfo.html

Extra: Have to much lag. AI mods have alot of lag because of 2 main reasons,Dead Bodies and Blood. I took out the dead bodies for you, so now you just need to edit your settings on Halo. so ingame (or on main menu)
1. click settings
2. video
3. Turn Decals off
4. click ok, then ok on the next screen.

Now lag is really compressed...Enjoy :)

Re: [MOD][CE->PC]Timberland AI

Posted: Fri Jun 15, 2007 10:54 pm
by conure
Andrew_b wrote:This is the best AI your going to find on PC (CE->PC).
I disagree, mainly becuase i have seen many more innovating AI mods in the past with suck fu nthings as chain spawning AI, proper working flying vehicles and true AI setups (i.e. "smart" ai that use firing positions).
BUT your mod is still good and i am glad to see people still do PCE (other then the people i yell at every now and then for being lazy bums....).

good job

x/10

p.s.
The credit for the AI tutorial should go to mustard cuase warlord edited his tutorial, who edited my tutorial 8)

Posted: Sat Jun 16, 2007 3:45 am
by Cryticfarm
I know what ai mod is coming up.... It will own yours. Any scripts? Anything special?

Posted: Sat Jun 16, 2007 5:44 am
by MetalTrooper07
Pretty good,trying to do something similar myself. I give it a 9/10.

Re: [MOD][CE->PC]Timberland AI

Posted: Sat Jun 16, 2007 6:56 am
by D
Andrew_b wrote:This is the best AI your going to find on PC (CE->PC).


No. Definetly not

Posted: Sat Jun 16, 2007 11:13 am
by Andrew_b
@ conure & D

Posted: Sat Jun 16, 2007 11:51 am
by ducktape
decent mod but there have been better. as conure said im glad that people are still doing PCE. maybe next mod try to add a them or just change some simple stuff around. sky changes are always pretty cool. but good job on the mod.

Posted: Sat Jun 16, 2007 11:52 am
by youhoo7
gj,6/10...i guess

Posted: Sat Jun 16, 2007 12:07 pm
by Andrew_b
6/10... ok w/e

and im going to blow my mind out on sapien today...im going to teach myself about fireing positions. (the part i dont understand is the A, B, C etc. if anyone would explain that to me, it would help alot.

Posted: Sat Jun 16, 2007 1:11 pm
by ducktape
well what did you do in sapien for this mod? just skip over firing positions?

Posted: Sat Jun 16, 2007 1:14 pm
by Firefox101
Nice....
But try to make it have pelicans banshees and c-dropships have air battles to that would be the best party ever!
and it would be probably nevea done before!!!! :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

Posted: Sat Jun 16, 2007 1:18 pm
by Andrew_b
ducktape wrote:well what did you do in sapien for this mod? just skip over firing positions?
???

in Sapien i made the mod...and im still teaching myself all this...

I just now figured out firing positions. and im going to start looking into scripting.

Posted: Sat Jun 16, 2007 1:19 pm
by ducktape
did you use a tutorial when you made this mod?

Posted: Sat Jun 16, 2007 1:41 pm
by Andrew_b
no...i had some help from om3g4muff1n on my first AI mod...this is my second.

The only tut i used with this mod was the one warlord posted on my first AI mods page. and i only needed to know if i inject the scnr meta to an already built map, or overwright the meta in a WIP map.

Posted: Sat Jun 16, 2007 2:17 pm
by 0m3g4Muff1n987
Nice, I love timberland and I love CE>PC AImods. Good to see you finally converted one. GJ! I'd give it maybe a 9/10.

BTW, I thought about blood causing lag (thats why I have decals turned off in my halo) but not bodies. Nice call.

Posted: Sat Jun 16, 2007 3:18 pm
by Andrew_b
0m3g4Muff1n987 wrote:Nice, I love timberland and I love CE>PC AImods. Good to see you finally converted one. GJ! I'd give it maybe a 9/10.

BTW, I thought about blood causing lag (thats why I have decals turned off in my halo) but not bodies. Nice call.
Hey, Thanks!

and ill try to make a better one for anyone who is wondering...if i could just get this stupid command list/ firing positions to work. they always stop at the firing position, but never go on with their command GRRR.

Posted: Sat Jun 16, 2007 4:02 pm
by conure
Command lists suck tbph, they are way to limited.
You do much better with proper AI and setting up move points and firing positions well.

Posted: Sat Jun 16, 2007 4:11 pm
by Andrew_b
well could you teach me some things through PM, or direct me someone who can help me?

Posted: Sat Jun 16, 2007 4:49 pm
by ducktape
thinkreddie made a good video tutorial that went over all that but i cant find a link. ill uplaod tonight.

Posted: Sat Jun 16, 2007 4:59 pm
by Andrew_b
thanks i hope to see that video soon