Halo 2: Project .:AI:.-ZONES- (In progress)
I have decided to release a little of what I have been working on to keep the project going... but for now, until I solve my last two problems... the rest will stay unreleased.
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- some ai research.rar
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- Trulife8342
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I also released my latest version of the map, about 5 new reflexives have been enabled also looks a lot more cleaner. The map I posted can now be opened in the AI adder
, I told you scottygee it could open mp maps
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Edot: Slayer im telling you, AI in MP doesnt need scripts in order to work, Ill get xbox7887 on to answer this question if you would like.


Edot: Slayer im telling you, AI in MP doesnt need scripts in order to work, Ill get xbox7887 on to answer this question if you would like.
- snakejknight
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I'd be glad to help where ever i can. currently i've been working on an in-map script decompiler/script generator. the decompile looks very nice and i'm just starting the generator. is very quick and clean. if you guys want i can release a beta to help with script research. I don't understand a lot about getting the ai to work, but i like programming and can help automate the system.
I believe it is.
In every single player map there is a Startup script called "mission" or "mission_main".
Inside these scripts there is always a call to ai_allegiance followed by 2 actor_types. If we want our ai to know friend and foe, i think scripting is needed.
Also seeing as there are command scripts which tell the ai how to behave, such as ai_braindead and ai_set_blind, i feel scripting has a part to play in this.
In every single player map there is a Startup script called "mission" or "mission_main".
Inside these scripts there is always a call to ai_allegiance followed by 2 actor_types. If we want our ai to know friend and foe, i think scripting is needed.
Also seeing as there are command scripts which tell the ai how to behave, such as ai_braindead and ai_set_blind, i feel scripting has a part to play in this.
Sure you can script ai, but it will be about as dumb as the rest of the people posting in this thread :XTOABN wrote:I believe it is.
In every single player map there is a Startup script called "mission" or "mission_main".
Inside these scripts there is always a call to ai_allegiance followed by 2 actor_types. If we want our ai to know friend and foe, i think scripting is needed.
Also seeing as there are command scripts which tell the ai how to behave, such as ai_braindead and ai_set_blind, i feel scripting has a part to play in this.
- Trulife8342
- Posts: 2403
- Joined: Sat Sep 03, 2005 7:04 am
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Here's my attempt at injection...I didn't bother editing coordinates of actors, zone areas or firing positions yet but everything for the most part is linked correctly. The map might load, it might not (can't test due to broken xbox)...it's not quite finished and I might of missed something but you can at least see the basics of whats needed.
http://web.ics.purdue.edu/~davis21/down ... ng_ai.sppf
http://web.ics.purdue.edu/~davis21/down ... ng_ai.sppf
- snakejknight
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srry dude, doesn't load, just goes back to the main menuxbox7887 wrote:Here's my attempt at injection...I didn't bother editing coordinates of actors, zone areas or firing positions yet but everything for the most part is linked correctly. The map might load, it might not (can't test due to broken xbox)...it's not quite finished and I might of missed something but you can at least see the basics of whats needed.
http://web.ics.purdue.edu/~davis21/down ... ng_ai.sppf
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- Trulife8342
- Posts: 2403
- Joined: Sat Sep 03, 2005 7:04 am
- Location: Miami, FL -- Name: Mauro Garcia
- Contact:
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- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
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