Halo 2: Project .:AI:.-ZONES- (In progress)
- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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- Posts: 2154
- Joined: Sat Nov 26, 2005 7:17 pm
- Location: In a cave smokin up with tupac and big foot.
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Im working on a respawning script atm. When I finish it ill release the script file.
Edit: I'm also working on a script, could someone tell me whats wrong?
Edit: I'm also working on a script, could someone tell me whats wrong?
Code: Select all
(script startup aispawns
(ai_place e1_mars_johnson)
(ai_place e1_mars_inf0)
(ai_place e1_mars_inf1)
(ai_place e1_mars_inf2)
(sleep_until (and (<= (ai_living_count e1_mars_johnson) 0) (<= (ai_living_count e1_mars_inf0) 0) (<= (ai_living_count e1_mars_inf1) 0) (<= (ai_living_count e1_mars_inf2) 0)))
(ai_place e1_mars_pelican0)
(ai_place e1_cov_inf0_0)
(sleep 1800)
(ai_place e1_cov_inf0_1)
(ai_place e1_cov_inf0_2)
(ai_place e1_cov_inf0_3)
(ai_place e1_cov_inf1_0)
(ai_place e1_cov_inf1_1)
(ai_place e1_cov_inf2_0)
)
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- Posts: 2154
- Joined: Sat Nov 26, 2005 7:17 pm
- Location: In a cave smokin up with tupac and big foot.
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- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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I'm not sure about ur script, but I asked earlier and some one said the new plug in told the people what seat to be in. but wut if that one squad has 2 people?
here is a link for any one who wants to know.... THE PICS ARE HUGE! that is the link
THE PICS ARE HUGE! There are also patches
here is a link for any one who wants to know.... THE PICS ARE HUGE! that is the link
THE PICS ARE HUGE! There are also patches
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- Posts: 935
- Joined: Sat Feb 25, 2006 4:23 am
- Location: Europe. as in i'm speaking broken english coz i'm polish :D
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just a preview vid i've made from my latest ai progress. (vid made with Yelo)
they interact pretty good, but aim like they are drunk.
it's pretty fun tho. there's like multiple squads with several different weapons
i'm having troubles making my injected bipd work tho. pretty crap.
and sometimes the elites just try and melee you, and you can stand right in front of them, but they won't hit you. pretty odd. but i'm making a AI version of the bridge anytime soon with vehicles and stuff i think that'll work better.
http://www.behemothnet.net/stoner/AI-conduit.mpg
they interact pretty good, but aim like they are drunk.
it's pretty fun tho. there's like multiple squads with several different weapons
i'm having troubles making my injected bipd work tho. pretty crap.
and sometimes the elites just try and melee you, and you can stand right in front of them, but they won't hit you. pretty odd. but i'm making a AI version of the bridge anytime soon with vehicles and stuff i think that'll work better.
http://www.behemothnet.net/stoner/AI-conduit.mpg
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- Posts: 2154
- Joined: Sat Nov 26, 2005 7:17 pm
- Location: In a cave smokin up with tupac and big foot.
![]() |
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-
- Posts: 935
- Joined: Sat Feb 25, 2006 4:23 am
- Location: Europe. as in i'm speaking broken english coz i'm polish :D
![]() |
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-
- Posts: 2154
- Joined: Sat Nov 26, 2005 7:17 pm
- Location: In a cave smokin up with tupac and big foot.
![]() |
![]() |
-
- Posts: 935
- Joined: Sat Feb 25, 2006 4:23 am
- Location: Europe. as in i'm speaking broken english coz i'm polish :D
![]() |
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- Posts: 2154
- Joined: Sat Nov 26, 2005 7:17 pm
- Location: In a cave smokin up with tupac and big foot.
![]() |
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- MilyardoX2
- Posts: 821
- Joined: Mon Jun 26, 2006 9:16 pm
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elite ultra's have a range setting so if you get with-in a certain area of them then they pull out a sword on default.
Also my tutorial now has Weap values too. Here is a link(big picture warning)
Also my tutorial now has Weap values too. Here is a link(big picture warning)
I noticed a couple of things when I spawned some elites and marines on coag. When I went up to the elites, they fired there plasma rifles accurately, and could kill me easily. When I went to the marines, they fired very slowly, about once every 4 or 5 seconds, and could not hit me at all. They can hit me fine when I'm facing them, and walking backwards, or when I'm in a vehicle though. I also spawned some elites in banshees, and when they flew over the marines, the marines shot at them like they should.
- Shadow LAG
- Readers Club
- Posts: 676
- Joined: Sat Apr 02, 2005 5:47 pm
- Contact:
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Heres something simple but nice to know. In entity, in sncr There is an option on how many squad members you want at a time. MY buddy put it up to 10 on both easy/hard. And it works niceley. Also shields and health can be changed in eneitys hlmt editor. and if you drag all char tags and things to a bsp conversion, like the bridge level, all ai spawn in there natural state along with paths set. now all we need to do is figure out how to inject larger bsps and move on to online co-op
.

Long live Detox
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
- snakejknight
- Posts: 693
- Joined: Sun Jun 04, 2006 1:00 pm
- Location: North Hollywood California
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since u are using the flood char and styl, u should probably use the flood carrior bipd, then when it melees it won't look like the elite is retarted, it will lounge at u, just a thoughtsmacktalker wrote:just a preview vid i've made from my latest ai progress. (vid made with Yelo)
they interact pretty good, but aim like they are drunk.
it's pretty fun tho. there's like multiple squads with several different weapons
i'm having troubles making my injected bipd work tho. pretty crap.
and sometimes the elites just try and melee you, and you can stand right in front of them, but they won't hit you. pretty odd. but i'm making a AI version of the bridge anytime soon with vehicles and stuff i think that'll work better.
http://www.behemothnet.net/stoner/AI-conduit.mpg
- Shadow LAG
- Readers Club
- Posts: 676
- Joined: Sat Apr 02, 2005 5:47 pm
- Contact:
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Try that... and it took yall look enough to think to use a sp map...Hawaiian Modder wrote:Code: Select all
(script dormant e5_cov_inf1_0_spawn (sleep_until (<=(ai_living_count e1_mars_johnson) 1)) (if (<=(ai_living_count e1_mars_johnson) 1)) (begin (ai_place e1_mars_johnson) )) (script startup wake (wake e5_cov_inf1_0_spawn) )
