AI in MP - Veggie Brutes

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Svarox





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AI in MP - Veggie Brutes

Post 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.
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WaywornMmmmm




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Post by WaywornMmmmm »

well instead of importing the brute from biped tag i would subjest the char tag. See what happens
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Post 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
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Post 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.
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TheTyckoMan




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Post 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)
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Post 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?
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dos mes





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Post 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.
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Post 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
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dos mes





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Post by dos mes »

Hehehe shade told me he sucked first.
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Post 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?
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Post 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)
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WaywornMmmmm




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Post 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))
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