The AI Challenge- Completed

This forum is for files only, Utilities and Hacks go here, not skins.
Locked
User avatar
SingingBlaze




Stylist Trickster Critic

Posts: 348
Joined: Sun Sep 10, 2006 6:02 pm

Post by SingingBlaze »

Code: Select all

(script continuous respawner
 (begin
   (sleep 1000)
   (ai_erase ai_name_goes_here)
   (sleep_until (<= (ai_living_count 0) 5))
   (ai_place 0)
))
Maybe maybe. Someone try and compile it. My compiler never wants to work.
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

Hawaiian Modder wrote:Hey found something script wise.(Well actualy SoL helped me find it.)

Code: Select all

(ai_erase ai_name_goes_here)
It kills the ai squad. It's untested.
I would but I have to go somewhere and I doubt I will be modding for awhile. :cry:
You mean to say you never new... Geeze you guys really need to get more into scripting... just trying to point you in the right direction. :P
Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Post by Hawaiian Modder »

I did, just alot of these scripts have 0000 and not a name. Also the latest compiler works better with actual names.
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

Hawaiian Modder wrote:(Well actualy SoL helped me find it.)
O RLY?
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

SingingBlaze wrote:

Code: Select all

(script continuous respawner
 (begin
   (sleep 1000)
   (ai_erase ai_name_goes_here)
   (sleep_until (<= (ai_living_count 0) 5))
   (ai_place 0)
))
Maybe maybe. Someone try and compile it. My compiler never wants to work.
That script is stupid...

That makes it so after 30 seconds, it kills all the AI, then waits until there's less than 5 AI (which will be instantly, because they were all just killed!), and then spawns them again.

So a player will be fighting an elite, the elite is just about to kill him, when it falls down dead, and then spawns again with full health.
:P
Last edited by Agent ME on Sat Oct 07, 2006 2:16 pm, edited 1 time in total.
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

Here's the code for a good respawn script:

Code: Select all

(script continuous rox_respawner
  (begin
    (sleep_until (= (ai_living_count ai_squad) 0))
    (sleep 150)
    (ai_place ai_squad)
  )
)
Tested - works exactly as it should. You kill the AI, and 5 seconds later they respawn.

However, Shalted's compiler probably can't compile that, so here's the script in a compiled form:

Code: Select all

00 00 BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA 74 E3 00 00 04 00 08 00 FF FF FF FF FF FF FF FF 02 00 75 E3 75 E3 00 00 02 00 09 00 03 00 76 E3 FF FF FF FF 00 00 00 00 76 E3 15 00 04 00 08 00 0B 00 7E E3 FF FF FF FF 04 00 77 E3 77 E3 15 00 02 00 09 00 05 00 78 E3 FF FF FF FF 00 00 00 00 78 E3 0D 00 05 00 08 00 FF FF FF FF FF FF FF FF 06 00 79 E3 79 E3 0D 00 02 00 09 00 07 00 7A E3 FF FF FF FF 00 00 00 00 7A E3 46 01 07 00 08 00 0A 00 7D E3 FF FF FF FF 08 00 7B E3 7B E3 46 01 02 00 09 00 09 00 7C E3 FF FF FF FF 00 00 00 00 7C E3 13 00 13 00 09 00 FF FF FF FF FF FF FF FF 00 00 00 00 7D E3 07 00 07 00 09 00 FF FF FF FF FF FF FF FF 00 00 00 00 7E E3 13 00 04 00 08 00 0E 00 81 E3 FF FF FF FF 0C 00 7F E3 7F E3 13 00 02 00 09 00 0D 00 80 E3 FF FF FF FF 00 00 00 00 80 E3 07 00 07 00 09 00 FF FF FF FF FF FF FF FF 96 00 FF FF 81 E3 22 01 04 00 08 00 FF FF FF FF FF FF FF FF 0F 00 82 E3 82 E3 22 01 02 00 09 00 10 00 83 E3 FF FF FF FF 00 00 00 00 83 E3 13 00 13 00 09 00 FF FF FF FF FF FF FF FF 00 00 00 00
Simply inject at the start of the syntax data section, and set up a script in the scripts reflexive called ai_respawner, that's continuous, with void value type, and starts at 0100 74E3.

That script is set up where ai_squad is squad #0. You'll need to edit it a bit if the squad is in a different slot.
Last edited by Agent ME on Tue Oct 17, 2006 5:02 pm, edited 1 time in total.
slayer410





Posts: 738
Joined: Mon Oct 03, 2005 1:41 pm
Location: Texas

Post by slayer410 »

Good job manually compiling that! :shock:
pyrojake123





Posts: 28
Joined: Sat Sep 30, 2006 10:32 am
Location: Connecticut

Post by pyrojake123 »

Agent ME wrote:Here's the code for a good respawn script:

Code: Select all

(script continuous rox_respawner
  (begin
    (sleep_until (= (ai_living_count ai_squad) 0))
    (sleep 150)
    (ai_place ai_squad)
  )
)
However, Shalted's compiler probably can't compile that, so here's the script in a compiled form:

Code: Select all

00 00 BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA BA 74 E3 00 00 04 00 08 00 FF FF FF FF FF FF FF FF 02 00 75 E3 75 E3 00 00 02 00 09 00 03 00 76 E3 FF FF FF FF 00 00 00 00 76 E3 15 00 04 00 08 00 0B 00 7E E3 FF FF FF FF 04 00 77 E3 77 E3 15 00 02 00 09 00 05 00 78 E3 FF FF FF FF 00 00 00 00 78 E3 0D 00 05 00 08 00 FF FF FF FF FF FF FF FF 06 00 79 E3 79 E3 0D 00 02 00 09 00 07 00 7A E3 FF FF FF FF 00 00 00 00 7A E3 46 01 07 00 08 00 0A 00 7D E3 FF FF FF FF 08 00 7B E3 7B E3 46 01 02 00 09 00 09 00 7C E3 FF FF FF FF 00 00 00 00 7C E3 13 00 13 00 09 00 FF FF FF FF FF FF FF FF 00 00 00 00 7D E3 07 00 07 00 09 00 FF FF FF FF FF FF FF FF 00 00 00 00 7E E3 13 00 04 00 08 00 0E 00 81 E3 FF FF FF FF 0C 00 7F E3 7F E3 13 00 02 00 09 00 0D 00 80 E3 FF FF FF FF 00 00 00 00 80 E3 07 00 07 00 09 00 FF FF FF FF FF FF FF FF 96 00 FF FF 81 E3 22 01 04 00 08 00 FF FF FF FF FF FF FF FF 0F 00 82 E3 82 E3 22 01 02 00 09 00 10 00 83 E3 FF FF FF FF 00 00 00 00 83 E3 13 00 13 00 09 00 FF FF FF FF FF FF FF FF 00 00 00 00
ai scripting is scary.....
Monkey
Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Post by Hawaiian Modder »

Shalted's compiler does work, just people don't notice it alot.
Shalteds compiler does strange things for me, It compiles it, then makes the name fucked up, then says there an error. I check it on the decompiler and its fine. So Shalted's does work alot, you just have to double-check.
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

There are a lot of things Shalted's compiler can not work properly with, and it seemed to me AI happened to be one of them. Maybe some might get their script tweaked right to get AI to work in them, but there are many other problems too.

If anyone wants me to compile them a script, post it and I'll give the compiled code.
Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Post by Hawaiian Modder »

Oh sweet I actualy have one, its too big for the compiler and it won't compile no matter what.

Code: Select all

(script continuous respawner
   (sleep 4800)
   (ai_erase cov_6_grun_20)
   (ai_erase cov_3_hun_10)
   (ai_place cov_1_eli_20)
   (ai_place cov_3_hun_10)
   (ai_place cov_4_sneli_10)
   (ai_place cov_5_ultgrun_3)
   (ai_place cov_6_grun_20)
   (sleep 2400)
   (ai_place mar_1_mar_50)
   (sleep 600)
   (ai_erase cov_2_bans_5)
   (ai_place cov_2_bans_5)
)
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
User avatar
MilyardoX2




Wordewatician 500

Posts: 821
Joined: Mon Jun 26, 2006 9:16 pm

Post by MilyardoX2 »

I'm I the only person who is dreaming of this program?????
here is a link LINK!!!!!!!!!!!!!!!!!!!
I made it long so it sticks out.
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

Oh you'll need to tell me what squad number each of those are.

And FYI - that will constantly respawn them, whether or not they are alive already. So if you don't kill them, eventually there'll be hundreds.
Hawaiian Modder




Pi Connoisseur

Posts: 2154
Joined: Sat Nov 26, 2005 7:17 pm
Location: In a cave smokin up with tupac and big foot.

Post by Hawaiian Modder »

Yeah, If you could do three scripts for me then that would be great.
Also I renamed them to actual squads, but if you can't compile names heres the list.

cov_1_eli_20 = 0000
cov_2_bans_5 = 0001
mar_1_mar_50 = 0002
cov_3_hun_10 = 0003
cov_4_sneli_10 = 0004
cov_5_ultgrun_3 = 0005
cov_6_grun_20 = 0006
Image
Thanks lej for the sig.
Dr.Cox wrote:I like Cox.
User avatar
Agent ME




Articulatist 500

Posts: 881
Joined: Tue Jun 21, 2005 6:00 pm
Location: California, USA
Contact:

Post by Agent ME »

Ok I'll do that for you, but are you sure that's how you want it? They'll keep respawning forever if no one kills them.
DekeDarkstar





Posts: 10
Joined: Sat Apr 01, 2006 11:22 am

Post by DekeDarkstar »

I am no judge, but I wanted to test out what we have now of AI that had been submitted. With Bloodgulch Containment it clearly shows great AI. It has Wraiths boosting, Marines throwing grenades, the flood and sword elite truley cutting down marines, Flood highjacking my banshee. I could go on. The only problem which Im sure is probably fixed by now is the balance on the map. The marines just own everything on the map. So far Ive had my covenant forces survive one wave, which brings me to only the marines spawning. Also give elites carbines, the BRs just take everything out including the wraith and banshees. It just doesnt fit with everything. Im still learning all of this AI stuff, but people need to take into consideration how their scripts run. This is no doubt a great mod for the contest, I just think little things like that need to be looked for. But this is just my oppinion.
User avatar
snakejknight




Trickster Wave Pyre Wordewatician 500

Posts: 693
Joined: Sun Jun 04, 2006 1:00 pm
Location: North Hollywood California

Post by snakejknight »

i'm glad u liked the mod. for the mappack we are gonna inject a working respawm script. so even though the marines are better the covenent will still be on map. the reason the marines continue to spawn in the current one is that that way on slayer you can still play after the main battle is over
fodelement





Posts: 93
Joined: Wed Jun 15, 2005 9:08 pm

Post by fodelement »

SnakeJKnight, your map froze up twice for me. But it was awsome. :shock:
Image
-DeToX-




Illusionist Recreator Connoisseur Acolyte
Sigma Decryptor Droplet Pyre
Blacksmith Socialist New Age System Engineer
ONI

Posts: 4589
Joined: Sun Jun 18, 2006 3:58 pm
Location: ...

Post by -DeToX- »

O.o I never knew elites eat grenades.
Image
jzimmer09




Recreator

Posts: 584
Joined: Sat Jan 21, 2006 2:48 pm
Location: Making MODZ
Contact:

Post by jzimmer09 »

we realy need more good AI maps... im working on one but its driving me crazy!
Image
uralllame wrote:*looks at blankly for a while*. So, what does that mean, and how do I fix it? Thanks
Locked