It sure is nice to see someone put so much effort into their A.I. mod.
I liked how you put the different weapon types with the different char classes on the Covie side. That made the squads look very orderly, nice job on that.
And nice job getting the respawn script in there. But, instead of having all squads respawned using a single "wave respawner" script, I've found through experience, that having an independant script for each squad tends to make the respawns flow smoother. And keeps the number of A.I. in play to more of a constant. When you have a great number of A.I. that all spawn at the same time, that can cause more of a lag issue than spawning a few at a time. Although I experienced no lag while playing, if you were to play this online with friends, that could become an issue.
Nice work getting the jmad edits working with both the Elites and Spartans. As long as there are enemies around, their movement will be quite nice, but, with the "wave respawner" script, the number of A.I in play tends to lessen, therefore some of the A.I. will sometimes start to wonder off into the corner, due to the fact that there are no enemies to get their attention.
It appeared that you nulled out the [udlg] of the marine instead of swapping it for the MC's [udlg]. Therefore, causing a corrupted/missing/annoying death sound from the Spartans. An easy fix though.
Other than that, the A.I. was exceptional. ;D
Not a big fan of the proj swapped Plasma Pistol.
And I noticed that the flashlights that you attached to the AR and BR remain illuminated even after the weap has been dropped and/or before you even pick it up. IMO, I think it would be better if it were only illuminated while being held.
I was sorry to hear that your map gives you problems when trying to add a sky, a sky
would be nice.
If you take what I have stated into consideration, and also give this map a good skinning, you are on your way to an excellent A.I. mod.
Good Luck!
Looking good so far!
