A Coagulation AI mod V1

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AModderPerson





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Post by AModderPerson »

I updated it. sry about that.
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red_butcher





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Post by red_butcher »

I think that maybe you are using the wrong type of patch. I downloaded it again and the map still wont load. When I looked at the biped tag, there is like the flak_cannon (fuel rod) and some other crap, but there is not even a single biped in there. I'm pretty sure that I applied it correctly :?:
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Thrasher Alpha





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Post by Thrasher Alpha »

did you resign the map?
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uncutshadow





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Post by uncutshadow »

red_butcher wrote:sorry to double post but I have a couple of ideas that might help out with the AI.
(1) to make the AI more responsive, you could probably just turn up the uggression ussing the usual programs.

(2) I have another idea that might make it possible to use AI online. if you created a host map with the AI in it, and a non-host map without AI. that way there would be no conflict between the AI on different xbox's. Both would have the charecter models, but the host would have control of the AI.

I dont know very much about AI, but in theory I think this might work.
no live modding discussion allowed. 1. that wont work. 2. that is already the case over xbc. the host must have the modded ai map running yelo and who ever joins will see the ai. (correct me if im wrong. i dont use xbc. just remember a discussion about it being system link compatible)
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Post by red_butcher »

Thrasher Alpha wrote:did you resign the map?
Yup.
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Post by red_butcher »

uncutshadow wrote:
red_butcher wrote:sorry to double post but I have a couple of ideas that might help out with the AI.
(1) to make the AI more responsive, you could probably just turn up the uggression ussing the usual programs.

(2) I have another idea that might make it possible to use AI online. if you created a host map with the AI in it, and a non-host map without AI. that way there would be no conflict between the AI on different xbox's. Both would have the charecter models, but the host would have control of the AI.

I dont know very much about AI, but in theory I think this might work.
no live modding discussion allowed. 1. that wont work. 2. that is already the case over xbc. the host must have the modded ai map running yelo and who ever joins will see the ai. (correct me if im wrong. i dont use xbc. just remember a discussion about it being system link compatible)
That makes sence because the yelo trainer works over xbc for other people. I have heard that AI is not very compatible with systems link though. You are probably right though since not everyone would be running the yelo trainer. but than again if yelo was running on a systems link and it was being used to activate AI scripts on two different xbox's, than that could be what is messing it all up? Maybe if the AI scripts are removed from the other non-host bipeds than the biped would be the only thing receiving commands to do a sertain action from the host, and thus eliminating any disruption that may be caused by the other xbox's to the Host's AI. Its just a thought.
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swepower





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Post by swepower »

ye, and if u import to much things from other maps there is a possibility that people that dont have the mod just cant play the map. (like they on xbc)
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recon1775





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Post by recon1775 »

huh? I just attempted to download it and it worked fine...
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Post by red_butcher »

recon1775 wrote:huh? I just attempted to download it and it worked fine...
Did the map load up after you applied the patch?
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Post by recon1775 »

[quote="red_butcher"][quote="recon1775"]huh? I just attempted to download it and it worked fine...[/quote]
Did the map load up after you applied the patch?[/quote]

yep, loaded fine
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Post by mr_penguin »

G.I.R. wrote:TDATA modding discussion is not condoned here.
he wasn't talking about tdata modding. its impossible to have AI with tdata. You need to sign them no matter what kind of modding your doing




great job on the mod
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G.I.R.




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Post by G.I.R. »

mr_penguin wrote:
G.I.R. wrote:TDATA modding discussion is not condoned here.
he wasn't talking about tdata modding. its impossible to have AI with tdata. You need to sign them no matter what kind of modding your doing
great job on the mod
Don't tell me I'm wrong unless you yourself know what you're talking about. TDATA map resigners and discussion of them is not allowed nor condoned here. Take it elsewhere or STFU.
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Elite747




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Post by Elite747 »

awww. No serenity? =(

Looks fun. Theres a lot more elite squads than humads though. Is it one-sided when you play, or is it still fair?
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red_butcher





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Post by red_butcher »

recon1775 wrote:
red_butcher wrote:
recon1775 wrote:huh? I just attempted to download it and it worked fine...
Did the map load up after you applied the patch?
yep, loaded fine
Ok, I think this question is ok for me to ask. If not than you can edit this post. Does "sppf" stand for "super ppf"?
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swepower





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Post by swepower »

red_butcher wrote:
recon1775 wrote:
red_butcher wrote:
recon1775 wrote:huh? I just attempted to download it and it worked fine...
Did the map load up after you applied the patch?
yep, loaded fine
Ok, I think this question is ok for me to ask. If not than you can edit this post. Does "sppf" stand for "super ppf"?
yes
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recon1775





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Post by recon1775 »

[quote="Elite747"]awww. No serenity? =(

Looks fun. Theres a lot more elite squads than humads though. Is it one-sided when you play, or is it still fair?[/quote]

yeah well seeing you (the human player) has more skill than the AI it should be fair, not saying it isnt challenging.
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