Adding biped spawns to single player

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Sam_the_Smart





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Adding biped spawns to single player

Post by Sam_the_Smart »

I'm trying to create a mod for any single player map that would present an interesting new challenge: no flood, no sentinals, no hunters, no elites, no jackals. However, wherever you look, there are hundreds and hundreds of grunts. I would call it "Sea of Grunts." The problem is, I don't know if doing such a thing is even possible, much less how to do it.

Any thoughts, suggestions, or comments?
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DECOY




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Post by DECOY »

Would also be known as "sea of lag", If you literally mean hundreds of
grunts. I have run a number of mod test where I just kept spawning bots
until I ground my 3.6HT chip to a dead stop. You can give the
appearance of a never ending supply, but I would not recommend putting
them all on at the same time.
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Sam_the_Smart





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Post by Sam_the_Smart »

Good point. I'd probably get an exception if i put in more than about 50 at a time. Still, i would like to at least try this idea. Do you know if this is possible?

Thanks
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DECOY




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Post by DECOY »

I dont know if you would get an exception. First time I did it was by
accident. I loaded a modded map onto my ded server by mistake and it
had continous AI spawning as soon as it started. No one was on there at
the time, but after 20 minutes, I had to restart the server, it had slowed
down so bad I couldn't move when I joined. :D

It's possible, but Grunts are not much of a challenge to fight with.
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Post by Sam_the_Smart »

The problem is, I'm trying to do this for a single player map, as I said in my first post. Thus, I don't think that the method for puting AI's in multiplayer will work for single player. Single player modding seems to be limited to tag editing and perhaps skinning, which is why I'm doubtful that this will work.
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Patrickssj6




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Post by Patrickssj6 »

you have a 3.6HT chip?man that $$$$$$$$$ but cool.i just have 2.8 Celeron
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DECOY




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Post by DECOY »

The unit I do most of my modding on is only a 1.7ghz :D

The big machine is "mostly" reserved for video editing. It has a lot of
outboard equipment attached to it.

I have a 2.6 celeron that just runs as a b-roll server during the day. But
has a secret life as a Halo DED after hours :wink: :lol:

Ooops, getting off topic. Anyway....
I have modded most of my campaign levels, but I haven't tried adding
additional AI - yet.
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Post by rossmum »

DECOY wrote:It's possible, but Grunts are not much of a challenge to fight with.
A couple, maybe, but trust me. Hundreds of Grunts at once would be scary.

And if anyone does figure this out, I also want to know for my Elite Combat mod.
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MasterNeoChief




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Post by MasterNeoChief »

The only way to add more AI is to do it the same way as in MP: Add the AI to a vehicle. And swap all the character dependancies of the covies to the grunts.
Sam_the_Smart





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Post by Sam_the_Smart »

That makes me sad. I wanted to fight a million grunts, not a million grunts driving ghosts or something. Oh, well. I guess I'll have to scrap this idea. Thanks anyway.
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shadow wolf





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Post by shadow wolf »

add a covie drop ship
add the grunt to each seat.
null out all other depencencies of the drop ship
turn it upside down.

therefor dropship = not there, 8 grunts on the floor :p
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Danke




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Post by Danke »

You'd be better off hunting down Kornman00 and asking him. This is more of a scripting type of thing. You're not going to be able to do it in HMT or sparkedit or even xml (unless you wrote some crazy plugins).
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Post by rossmum »

*PMs Phenomena*
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Post by Phenomena »

*checks pms*

you n00b :P


will sparkedit cant add ai spawns to SP, you cant even move them i dont think....

and a plugin wouldnt be able to do this if your adding spawns but i could make one to move the current ones, maybe lol
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[cc]z@nd!




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Post by [cc]z@nd! »

i wonder what would happen if you moved all of the enemy spawns in the entire level into one area, like the cafeteria in the pillar of autumn :lol:
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Knuckx118





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Post by Knuckx118 »

Yeah, I have an idea... if you want the grunts to be more challenging, try swapping their AI with that of a Special Ops Elite. They don't actually run away like they normally would.
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