I need help with projectile AI for new mod

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TehEvilModder2734





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Joined: Fri Apr 16, 2004 6:43 am

I need help with projectile AI for new mod

Post by TehEvilModder2734 »

Topic header says all... I need to know how to appy the actr/avtv to a biped projectile... I have no idea how I would go about doing this... so could someone please help?
TehEvilModder2734





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Post by TehEvilModder2734 »

This is what I have so far, armored marine biped projectiles... when I shoot them all the evil Ai go right for them... just as if it were me.... now i know that if i can get some ai into them then they would fight each other... right...?
bubbinska





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Post by bubbinska »

er... you need the actor variant in it, and just shoot out a biped. i'm not sure if they'll respond to enemies, but set their team to human or player, they should be allied with you.
iSk`Bubba
TehEvilModder2734





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Post by TehEvilModder2734 »

I have them set to human, and theyre allied. how do I apply the actv to them?!? thats what I want to know... they just sit there...
TehEvilModder2734





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Post by TehEvilModder2734 »

well im sure it can be done... maybe they have an actv they just dont use it since theyre being created from the projectile and the actv is not being applied there... maybe... or maybe i can have marines created in the warthog and create them taht way but... i really want to get marines in a certain place...
Tiamat





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Post by Tiamat »

yeah i've been try this as well, its fricken hard.
lifes to important to be taken seriously
TehEvilModder2734





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Post by TehEvilModder2734 »

So, any progress? Or maybe some success?

Im not sure how im supposed to go about doing this (I bet I need to be able to code...)...
Halo_Xtreme




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Post by Halo_Xtreme »

Heres the thing, with any biped, you eject just a model, the AI you add to a level sees this as you and will kill it with no check to it being Unknown human covenet sentinel or any of the types avail in the team change section. This is due to the fact that when you eject a biped from a weapon it does not exhibit any AI or Bot cabalities. Now one thing of intrest. If you notice when you spawn them in vehicles, they have either the ability to act as an actv of the guns and fire them, turn the ghost and fire, aim the turrets of teh scorpions, but only are able to fly and manuver the banshee.

This is due to some basic controls that are prevelant in the vehicle physics i belive. I think the flying of a banshee for instance is the same concept through the actor variant that drives and elite commander to relentlessly persue i.e ramming you with attacks much like the banshee will shot for a bit then ram you when close.

There is also another intresting point. If you notice when you put any AI into multi player they always disregard the team. Also notice when you are killed by them, it says you were killed "by the guardians" who are the guardians? I thought when i first played with aztecs bots this was what he called them through the ui.map, but when i actually learned how to get AI in a MP, i did not modify anything in the ui.map to reflect this message. This leads me to belive AI is very strange for MP handeling. I have tried to search for what i can through hex in regards to these guardians or as i call it the unknown team but havent been able to locate any reference to it in the UI.map or any other map.

Some other points of intrest are the fact that most single player maps do not spawn any AI in vehicles at all. Under the HHT microscope, the vehicles all have thier actv dependices nulled out. But these SP maps all have special spawn points called AI spawns you can view with spark edit. I think a good key to bots is these AI spawn points. I dunno if it cant be done or what but i havent seen anyone refrernce thse spawns or how to replicat ethme or port them to MP if its even possible. There is also alot of scripting detail in the hex code of the SP maps pertaining to bot placement control and spawning. Theres is many areas of how the map saves and progressess, when to spawn certain AI's at given locations and what not.

My conclusion thus far is to see if we can get an AI spawn mechanism into a MP map, and figure out how it knows what to spawn and if its possible to trigger it at all without use of SP triggers wich i think i rember reading do not work in MP maps. The problem is with current tools and info it will be asstactically hard to persue this.

edit:

I also think the current state of these AI bots wihtout some outside scripting routine will be the best they get, in fact i fi rember correclty i dont think the AI in SP missions really do anything mor ethan what bots do in MP maps, i htink if you where invisible and could walk around i bet they just stand there and dont do anything till you "trigger them" wich activate sthier script for that particaulr mission, like once i came up a wall with wall walk on and foudn a ton of grunts sittign around "sleeping" wich if you look wiht a hex editor at the main Halo.exe there is tons of code pertaining to AI_<insert command> here entries.

And in reference to your ai for your projectile, this could work, but you would have to add raw data into its meta and define a dependency bound to this meta for an actor variant (It currenlty does not show a dependency for this in HHT or HMT). Like you find for vehicles for instance, but it could produce a weapon that seeks you as soon as you fire it if it incorporated any resemblance of that of ike lets say the banshee controlled AI wich woudl make the shooter most likley dead as soon as you fired.
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