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AI in MP - Veggie Brutes
Posted: Mon Feb 13, 2006 3:29 am
by Svarox
Hello. First I'd like to say that I'm crap using hex editors and I haven't tried for this particular problem. I'm attempting to add AI to MP. I'm currently testing it with Zanzibar and the Brute model. I injected it into the map using Insolence, and swapped it's spawn with the ghost. I marked it as a biped and marked it as "alive". My problem is that all it does is stand there and breath. It dies like the average brute and respawns quickly. I was wondering if anyone has any insight on how to unvegitize my brutes.
Also, I would like to know if there is a certain way to give it a weapon.
Posted: Mon Feb 13, 2006 4:56 am
by WaywornMmmmm
well instead of importing the brute from biped tag i would subjest the char tag. See what happens
Posted: Mon Feb 13, 2006 7:25 am
by Talin64
Look at this tree and make sure you bring over all the .char parent nodes of the ai character you want get working.
http://www.gamasutra.com/gdc2005/featur ... gure07.jpg
oh you should probably read this as well
http://www.gamasutra.com/gdc2005/featur ... la_pfv.htm
Posted: Wed Feb 15, 2006 10:31 am
by masterpie
You do know that AI in MP is not possible yet? Its basically because the meta for SP is different to MP, and SP meta is alot bigger than MP meta too. This will probably be possible when H2ek comes out. But thats for the PC, i dont know about the Xbox.
Posted: Wed Feb 15, 2006 11:06 am
by TheTyckoMan
masterpie wrote:You do know that AI in MP is not possible yet? Its basically because the meta for SP is different to MP, and SP meta is alot bigger than MP meta too. This will probably be possible when H2ek comes out. But thats for the PC, i dont know about the Xbox.
so.......because something is not possible yet we shouldn't try to do it?
anyways a few of us tried this almost a year ago, it just doesn't work like that, you have to spawn the char, not the biped for it to work (which nobody has been able to do yet)
Posted: Wed Feb 15, 2006 7:12 pm
by VoYdE
Whats your proof that you need to spawn a Char instead of a biped?
I thought the char tags were the scripting as to which AI biped was loaded, The AI scripts itself?
Posted: Wed Feb 15, 2006 7:13 pm
by dos mes
Theres a shitload more to it than that voyde. Shade explained it partly to me today and it seems a lot harder than we thought.
Posted: Wed Feb 15, 2006 7:27 pm
by VoYdE
SHADE get ya bum in here or on XBL - GT = PhIl VoYdE I Would Love To chat in PGR3 (dos said you suck) haha
Posted: Wed Feb 15, 2006 7:32 pm
by dos mes
Hehehe shade told me he sucked first.
Posted: Thu Feb 16, 2006 9:39 am
by TheTyckoMan
VoYdE wrote:Whats your proof that you need to spawn a Char instead of a biped?
I thought the char tags were the scripting as to which AI biped was loaded, The AI scripts itself?
- 1: When you try to spawn a biped it just sits there
- 2: The sp SCNRs spawn them using an index to the char palette (also in the scnr)
- 3: There are effects in sp (like oracle(map file 04b_floodlab.map)) that have effect tags that spawn ai through the char tag (here's a mod that uses that)
Any proof that you have to spawn them through bipeds with scripting?
Posted: Thu Feb 16, 2006 11:44 am
by VoYdE
^^ Thanks Man I Didnt want to sound mean and was just curious about it,
(for some reason when i say "prove it" I mean may i have some information about it)
Posted: Thu Feb 16, 2006 1:00 pm
by WaywornMmmmm
VoYdE wrote:Whats your proof that you need to spawn a Char instead of a biped?
I thought the char tags were the scripting as to which AI biped was loaded, The AI scripts itself?
no proof, just lazy and dont wanna try for myself(plus the biped isnt working now(plus it says AI in it))