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Joiner Friendly AI

Posted: Sun Aug 10, 2008 3:17 pm
by DeadHamster
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. :wink:

Posted: Sun Aug 10, 2008 3:22 pm
by DRL333
Looks fun, but flood are the best AI to use for small maps, just a sugguestion, great job though.

Posted: Sun Aug 10, 2008 3:24 pm
by DeadHamster
Believe me, I know plenty about flood AI, look up Project DH and Act 2.

This is meant to be joiner friendly, if you added those tags in, it wouldnt work.

Posted: Sun Aug 10, 2008 4:22 pm
by Corvette19
I didn't think it was worth posting...

Posted: Sun Aug 10, 2008 4:57 pm
by [RR]RedRene
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.

Posted: Sun Aug 10, 2008 6:59 pm
by Corvette19
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.

Posted: Fri Aug 15, 2008 9:41 pm
by Phenomena
[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.
this is nothing new really. The reason it syncs is because all the AI are in vehicles. Biped placement doesnt sync, vehicle placement does.

Posted: Fri Aug 15, 2008 9:48 pm
by MoDFox
Sexy, should be in a bigger map maybe.
Now to make halo think the AI are vehicles or something like that haha.
Looks fun.

Posted: Fri Aug 15, 2008 10:51 pm
by AbeFroman
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?

Posted: Sat Aug 16, 2008 7:46 am
by DeadHamster
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.

Posted: Sat Aug 16, 2008 10:44 am
by Ferox
AbeFroman wrote:.

this seems too simple...if this works why didn't anyone think of it before?
DECOY and modsquad 617 tested it years ago.
infact Decoy even did a mod with vehicles inside vehicles like a biped being changed for a warthog driving in a banshee.

Posted: Sat Aug 16, 2008 10:47 am
by AbeFroman
so considering all the AI mods that need vehicles to spawn AI's i'm assuming it didn't work?

Posted: Sat Aug 16, 2008 2:12 pm
by Andrew_b
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.
I've been replaced. :cry:

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).