mp-sp conversion, with ai explanation
- snakejknight
- Posts: 693
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- Location: North Hollywood California
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calm down buddy. use insolence. open the map and then open the bibd flood carrior tag. swich to dev mode and then all dependencies. at the bottum of the list there are 2 char tags, swich the 2nd one from flood infection to flood combat human and shoot it out
note: they are realy dumb and don't attack that much or well, but they will do it. play on legendary
note: they are realy dumb and don't attack that much or well, but they will do it. play on legendary
this forum's going off topic. But really guys look at this and understand this since this really annoys me, and it's the fact that people aren't understanding was has happened with this mod. He has done a bsp conversion of a mp to sp the first of it's kind. Everything else is stuff we could all ready do. Remember we already have ai in sp, lol. We need ai in mp. So srry snakejknight if you think i'm flaming you, i'm not. I'm just trying to make people understand what there getting into so much detal about, and because of it are going nowhere since the only thing new in this is the conversion.
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- snakejknight
- Posts: 693
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- Location: North Hollywood California
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this forum's going off topic. But really guys look at this and understand this since this really annoys me, and it's the fact that people aren't understanding was has happened with this mod. He has done a bsp conversion of a mp to sp the first of it's kind. Everything else is stuff we could all ready do. Remember we already have ai in sp, lol. We need ai in mp. So srry snakejknight if you think i'm flaming you, i'm not. I'm just trying to make people understand what there getting into so much detal about, and because of it are going nowhere since the only thing new in this is the conversion.
u got it wrong buddy, i'm experimenting with ai. so far i've discovered and proven that ai is not souly in the sbsp, it can be spawned in another. however, if spawned the same way, in the same level, with the original bsp it will be a hell of alot smarter
and also in my latest attemp i spawned a squad wich i couldn't do in the last level. so now i got a squad. but it freezes the game when i get near it, i gatta find out y
and one last point is this has alot of potential espacialy for machinima people. because they can now spawn large battles and film them. up to 100 charecters fighting to the death
Where did you get your plugins
I am pritty sure that is the problem
This is one of the better mods out there
could you rebuild/skin the flood that come out of the cairrer to look like any type of ai you want but still follow you like flood
This is one of the better mods out there
could you rebuild/skin the flood that come out of the cairrer to look like any type of ai you want but still follow you like flood
- snakejknight
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- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
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***Pats the Flying Dutchmen on the head...The Flying Dutchmen wrote:....
use dothalo to drag and drop the AI. it works i got it working and teh bsp is making it work oh yea, its easy dothalo rox our soxor.. tah AI editor made me spawn the AI in mp i used recursive transfer and look now i got AI in containment what the hell
"That'll do pig, That'll do."
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
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wat are u talkin about, did u get ai in an mp map or bsp???The Flying Dutchmen wrote:....
use dothalo to drag and drop the AI. it works i got it working and teh bsp is making it work oh yea, its easy dothalo rox our soxor.. tah AI editor made me spawn the AI in mp i used recursive transfer and look now i got AI in containment what the hell
alright the reason why you have ai in that map is because it has a sp scnr which has ai. Ai is in the scnr i never said anything about the bsp. Look in a sp scnr it has two reflexes mp maps don't, char pallette and style pallete and those allow the certain chars and the styles they have to spawn. Chars are what have the ai because if you look at them they have the biped, the weap, and the style(ai). So tell me char's aren't spawned threw the scnr which spawns everything else so why wouldm't a char which has ai, be spawned in the scnr?snakejknight wrote:this forum's going off topic. But really guys look at this and understand this since this really annoys me, and it's the fact that people aren't understanding was has happened with this mod. He has done a bsp conversion of a mp to sp the first of it's kind. Everything else is stuff we could all ready do. Remember we already have ai in sp, lol. We need ai in mp. So srry snakejknight if you think i'm flaming you, i'm not. I'm just trying to make people understand what there getting into so much detal about, and because of it are going nowhere since the only thing new in this is the conversion.
u got it wrong buddy, i'm experimenting with ai. so far i've discovered and proven that ai is not souly in the sbsp, it can be spawned in another. however, if spawned the same way, in the same level, with the original bsp it will be a hell of alot smarter
and also in my latest attemp i spawned a squad wich i couldn't do in the last level. so now i got a squad. but it freezes the game when i get near it, i gatta find out y
and one last point is this has alot of potential espacialy for machinima people. because they can now spawn large battles and film them. up to 100 charecters fighting to the death
-----edit~~
im also saying where are we going with this, were spawning ai in sp, on a bsp of mp. it's still not ai in mp. we already have ai in sp, what's the big deal if we can fight ai on containment? it's still sp. what people think of with ai in mp is ai teams, them chasing you while you're fighting others, stuff like that
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ok idk care about double posts since i gotta say another thing, sry i didn't read the whole thing of your last post. Yes we shoulkd figure out that because maybe we don't need the char pallete and it just has to do with the bsp. Maybe how the ai acts to the obsticles? Yes it would be good for machinma ppl's because now they can show in ai in a bsp of a mp map.
I just think maybe if we hex over those reflexes (if we can i no nothing about hex editing) then we can do it. But i support you on why it freezes, maybe it just has to do with a bad transfer? That happens alot.
I just think maybe if we hex over those reflexes (if we can i no nothing about hex editing) then we can do it. But i support you on why it freezes, maybe it just has to do with a bad transfer? That happens alot.
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- Trulife8342
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*sigh* prepare for a long explaination.......
AI is given a small part of the bsp in which they do what ever they want, lets call it a "playground", The Designer moves the flow of battle by moving the AI squads from playground to playground
Now im going to move into paths, These are the way the AI specificly moves serveral pathfind ways include
-Navigation mesh (ground)
-Waypoint network (airborne)
-Raw pathfinding
-Path-smoothing
-Hint integration (jumping, hoisting, climbing)
-Static scenery-based hints
-Static scenery carved out of environment mesh
Here is an example of Navigation Mesh

Here is an example of mounting on objects

Now BSP does matter when it comes to AI, only because it uses spawned zones,posisitons, and triggers only found on the certain BSP, so all you did was convert a bsp, and have AI free roam, which is pretty lame, Let me show you what I mean by zones and triggers
Zones

Triggers (this one right here will explain why the scarab cant be driven)

Thats a lot of triggers dont ya think, Now please stop asking why you cant drive the scarab.
This is how objects effect the scripts and places of certain triggers

Ok now that we got triggers and zones out of the way let me explain the squads and encounters
This picture shows 2 squads, ODST and Elites, and both squads are in one encounter, which the squads are spawned not using a sncr pallet but by the offset 352 of the scnr

In the end this is how it pretty much works, There are squads which are groups of AI bipeds and chars which are spawned in zones (the playgrounds) then they have triggers in those zones (script refrence) then comes the encounters from either inside the playground or near it between 2 or more diffrent squads creating a battle, inside the zones are diffrent objects which the AI use to complete the goal Kill the other squads or finish their script, so the BSP has all that information on it, thats why sometimes it will freeze because the AI need to finish there script but an object or trigger isnt spawned in there zone so they cant do anything hence the game freezing. So yes the BSP is very important, And if I were you I would change the topic title so people could read this information and get a better understanding on AI
Ok well theres my explaination, to put it im simple terms, All you did bro was convert a BSP spawn a squad and hoped for the best, The BSP has lots to do with AI so before we can even start to think about having AI in MP try and move a perfectly working squad from SP map to SP map, Then you go on from there learning the basic structure and build a steady foundation on your research, Ok im out.
Trulife
AI is given a small part of the bsp in which they do what ever they want, lets call it a "playground", The Designer moves the flow of battle by moving the AI squads from playground to playground
Now im going to move into paths, These are the way the AI specificly moves serveral pathfind ways include
-Navigation mesh (ground)
-Waypoint network (airborne)
-Raw pathfinding
-Path-smoothing
-Hint integration (jumping, hoisting, climbing)
-Static scenery-based hints
-Static scenery carved out of environment mesh
Here is an example of Navigation Mesh

Here is an example of mounting on objects

Now BSP does matter when it comes to AI, only because it uses spawned zones,posisitons, and triggers only found on the certain BSP, so all you did was convert a bsp, and have AI free roam, which is pretty lame, Let me show you what I mean by zones and triggers
Zones

Triggers (this one right here will explain why the scarab cant be driven)

Thats a lot of triggers dont ya think, Now please stop asking why you cant drive the scarab.
This is how objects effect the scripts and places of certain triggers

Ok now that we got triggers and zones out of the way let me explain the squads and encounters
This picture shows 2 squads, ODST and Elites, and both squads are in one encounter, which the squads are spawned not using a sncr pallet but by the offset 352 of the scnr

In the end this is how it pretty much works, There are squads which are groups of AI bipeds and chars which are spawned in zones (the playgrounds) then they have triggers in those zones (script refrence) then comes the encounters from either inside the playground or near it between 2 or more diffrent squads creating a battle, inside the zones are diffrent objects which the AI use to complete the goal Kill the other squads or finish their script, so the BSP has all that information on it, thats why sometimes it will freeze because the AI need to finish there script but an object or trigger isnt spawned in there zone so they cant do anything hence the game freezing. So yes the BSP is very important, And if I were you I would change the topic title so people could read this information and get a better understanding on AI
Ok well theres my explaination, to put it im simple terms, All you did bro was convert a BSP spawn a squad and hoped for the best, The BSP has lots to do with AI so before we can even start to think about having AI in MP try and move a perfectly working squad from SP map to SP map, Then you go on from there learning the basic structure and build a steady foundation on your research, Ok im out.
Trulife
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- Trulife8342
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