Halo 2: Project .:AI:.-ZONES- (In progress)

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Snave




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Post by Snave »

You guys... :]
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Post by smacktalker »

anyone interested in playing a map with almost perfect working AI - intellects then go download this patch http://www.behemothnet.net/stoner/AI.serenity
apply to gemini.. output map name is ascension2.map but w/e
so far its a bunch of elite and masterchief but i'm in the middle of making them original bipd's...
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Post by augie doggy »

Is it just me, or is the link to Project AI's results down? If anyone has the patch, could you upload it somewhere?
Oh, and not to sound ungrateful for this accomplishment: This is an awesome achievement in Halo 2 modding. :)
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latinomodder





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Post by latinomodder »

Here it is.

I did not make this, nor take credit for it.
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Halo2AIE.rar
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MilyardoX2




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Post by MilyardoX2 »

y r u putting that up? the cord chainging part doesn't even work that well and using entity won't mess up the way that app does. plus u should have put a link to the halo 2 download package sticky thing all need apps r there.
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Post by jzimmer09 »

so they dont respawn? yet...?
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uralllame wrote:*looks at blankly for a while*. So, what does that mean, and how do I fix it? Thanks
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Post by smacktalker »

smacktalker wrote:anyone interested in playing a map with almost perfect working AI - intellects then go download this patch http://www.behemothnet.net/stoner/AI.serenity
apply to gemini.. output map name is ascension2.map but w/e
so far its a bunch of elite and masterchief but i'm in the middle of making them original bipd's...
yes they spawn and if you take this patch you will see that the AI elite are actually following you. the MC's got snipers. the Elite that have got weapons actually try and shoot you but they need some aiming practice lol.
its basically a squad of elites, some with weapons, most of them got no weapons...
the elite's are under the floodcarrier CHAR thats why they aren't carriying weapons.
the MC is under the jackal CHAR.
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Post by MilyardoX2 »

i'm not sure but i think bit 2 is for them to respawn because if u have the plug-in then bit 2 is changed to respawn. I'm about to test it now.

Edit: I tried your patch and didn't like it. If I wanted to play a sp map i would have edited ai in campaign. I want and I think we all want AI in mp, in mp maps.
all that is, is a short version of a sp level with less ai. yes it would be fun on system link, but i'd reather see u make paths for mp maps not bsp conversions.
Last edited by MilyardoX2 on Thu Aug 31, 2006 6:49 am, edited 1 time in total.
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Post by -masterpie- »

Yes, bit 2 does enable respawn, but a script is needed for them to actually respawn.
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MilyardoX2




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Post by MilyardoX2 »

wut script? just copy the script chunk from a sp map or?? plz help I want them to respawn. BTW sweet little pic sig thing
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Post by smacktalker »

MilyardoX2 wrote:Edit: I tried your patch and didn't like it. If I wanted to play a sp map i would have edited ai in campaign. I want and I think we all want AI in mp, in mp maps.
all that is, is a short version of a sp level with less ai. yes it would be fun on system link, but i'd reather see u make paths for mp maps not bsp conversions.
well then paths aren't exactly easy to set. so i wonder if anyone CAN set them properly..
i just did this to see if the AI would behave more intellect, and so they do.

well then if you don't like it then fine, most likely AI in MP will never be as good as the zones reflexive from a singleplayer map.
basically this is a Multiplayer map with AI. you can play CTF and still have those guys run around. thats MP right. even tho its a BSP conversion.
so far this is the best there is.
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Post by Bankhead »

MilyardoX2 wrote:i'm not sure but i think bit 2 is for them to respawn because if u have the plug-in then bit 2 is changed to respawn. I'm about to test it now.

Edit: I tried your patch and didn't like it. If I wanted to play a sp map i would have edited ai in campaign. I want and I think we all want AI in mp, in mp maps.
all that is, is a short version of a sp level with less ai. yes it would be fun on system link, but i'd reather see u make paths for mp maps not bsp conversions.
Yes, i agree. it was coo lthe elites moved and had shields tho. it be nice for the ai to be more agressive. i left my box for 5 min and i was only shot once from the mc snipz.
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Post by smacktalker »

hehe basically they are still retarded yes. but thats because they are spawned with wrong CHAR tags..
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Post by Hawaiian Modder »

I recommend people spawning the AI with the correct char tags, so spawning Master chief as AI is somewhat flawed. When I swap Master Chief using the marine char he shakes and wiggles and does a lot of weird stuff. When I spawn a elite using the char he's smarter and shoots accurately and also actually tries to kill me.
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Post by VSG19902 »

Blue team is default for being on the ai's team, every other team is against the ai. :D
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Post by smacktalker »

VSG19902 wrote:Blue team is default for being on the ai's team, every other team is against the ai. :D
nice to know :D
and hawaiian modder thats also a nice find. i see my elites that spawned with CHAR from floodinfected, are big retards as well lol.

edit: now i've used CHAR of brute to let elite's spawn.. they spawn now in different variation as if the CHAR gives them a different one.
besides they don't walk anymore now. they actually shoot better and dodge when needed.
/me thinks the CHAR tag needs to be mapped out.. it also contains the info on whether they have shields or not
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Post by VSG19902 »

Anyone know why my script won't compile. It looks relatively correct to me. :D

Code: Select all

(script static e5_cov_inf1_0_spawn
 (begin
   (sleep_until (< (ai_living_count e1_mars_johnson) 1))
   (if (< (ai_living_count e1_mars_johnson) 1))
   (begin
     (ai_place e1_mars_johnson)
  ))
)
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Post by Hawaiian Modder »

Try

Code: Select all

(script static e5_cov_inf1_0_spawn 
 (begin 
   (sleep_until (<=(ai_living_count e1_mars_johnson) 1)) 
   (if (<=(ai_living_count e1_mars_johnson) 1)) 
   (begin 
     (ai_place e1_mars_johnson) 
  )) 
)
I think you just forgot two = signs. Not sure if it will work though.
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Post by dye4howard »

can someone reuplaod the ai coag please?
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Post by VSG19902 »

Heres is my patch for coag. 20 snipers :-)
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ai coag.rar
Serenity for coag
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