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

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MilyardoX2




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Post by MilyardoX2 »

they respawn? can anyone get the ai to respawn??
Hawaiian Modder




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Post by Hawaiian Modder »

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?

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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VSG19902




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Post by VSG19902 »

Well you dont have any Begin tags, look at my script on page 19. :D
Hawaiian Modder




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Post by Hawaiian Modder »

VSG get on aim so I don't have to make 100 posts about my script.
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MilyardoX2




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Post by MilyardoX2 »

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
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Post by smacktalker »

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
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Post by Hawaiian Modder »

Why are there shields down, what char did you spawn them in.
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Post by smacktalker »

Hawaiian Modder wrote:Why are there shields down, what char did you spawn them in.
i'm pretty sure i used the original elite char..
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Post by Hawaiian Modder »

Wierd I spawned my elites using the original and they have no issue with shields and stuff.
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smacktalker




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Post by smacktalker »

hmm. weird. possible the shields arent recharging, but some elites do have normal shields tho
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Post by Hadriel »

Just wondering if anyone had documented this or not. I spawned an Elite ultra (object\characters\elite\ai\elite_ultra) with no swaps or anything, and when I got close to him, he whipped out a sword... Just wondering if anyone had seen that before.
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Post by Hawaiian Modder »

I haven't heard of that but I'm guesing that the ultra is the white elites that always have swords. I know that zealots like to kill me.
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MilyardoX2




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Post by MilyardoX2 »

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)
hoho5000





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Post by hoho5000 »

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.
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Shadow LAG
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Post by Shadow LAG »

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 ;).
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Post by snakejknight »

smacktalker 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
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 thought
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Post by Hadriel »

Changing Shield and Health values in the hlmt doesn't seem to have any effect.. Is there something else I should be doing, I've tried both the elite_mp and just the elite, but my AI still dies. Any thoughts?
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Shadow LAG
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Post by Shadow LAG »

Well it worked for me... If you want the AI to be invincable, you may just wan't to go into dothalo and in hlmt click yes to invincable. Thats what it sounds like your wanting to do.
Long live Detox
Long live leo
Long live the trust.

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slayer410





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Post by slayer410 »

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)
)
Try that... and it took yall look enough to think to use a sp map... :roll:
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Post by Shalted »

You don't need begin tags... And AI commands aren't supported, I never really saw the need to add them...
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