AI in multiplayer maps
Posted: Sat Oct 08, 2005 12:53 pm
well im not a great hexer or anything but i have been looking at 4 maps smiultanesously looking at differences, 2 being singeplayer and 2 multiplayer and noticed unknown2 in the scnr specifically, comparing some of the values it has to do with ai or key events in the map, in the single player maps there are fewer things there, in one songleplayer map one thing was nulled out that wasnt in the other. also later im gnana try to get ai into beavercreek, dont ask how cause its jsut a theory but im trying it.(ok you can try to, look at the styl tag and the things in it, it says ai, i was gnana save the meta inject it into beavercreek, then in beavercreek in the scnr tag change in the map type to single player, thentest it, if my map doesnt die then at least i know the map is dpeended on that one tag.) and yes i know i type bad, also i would like ot know your research and what youve found in your research.
Also we all know about induction, well i know for sure if we did it the other way, meaning take the bsp from a multiplayer map and put it into a singleplayer map we could ahve ai, but thats not what we want cause then we have a limited number(yea all 800 of them but still)and i want ot be able to create ai, or for now at least get them in a multiplayer map.
Also we all know about induction, well i know for sure if we did it the other way, meaning take the bsp from a multiplayer map and put it into a singleplayer map we could ahve ai, but thats not what we want cause then we have a limited number(yea all 800 of them but still)and i want ot be able to create ai, or for now at least get them in a multiplayer map.