Ai wave battle

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seabeast
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Re: Ai wave battle

Post by seabeast » Sat Feb 27, 2010 7:07 pm

Would've been more epic if the Prophets were floating around on gravity thrones. I have models of those if you want them. o_O

kiddten
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Re: Ai wave battle

Post by kiddten » Sat Feb 27, 2010 7:07 pm

Seafire wrote:It's interesting. CE is ok so long as you use it in conjunction with a special feature, and Flabaja is clearly putting way too much emphasis on using CE being a "sin".
OK, i'm sorry. my first impression lead me to believe that all the AI were CE. I see now they are not. looks to be a good mod.
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RXA
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Re: Ai wave battle

Post by RXA » Sat Feb 27, 2010 7:54 pm

Impaled Flabja wrote: OK, i'm sorry. my first impression lead me to believe that all the AI were CE. I see now they are not. looks to be a good mod.
? The prophet and the jackal bipd are from the bipd collab (idk about the the elite and the grunt bipd because they're too far but I'm pretty sure that they're also from the collab). Isn't that CE?

Unless by AI you're talking about the ACTV tag rather than the BIPD tag, which I'm assuming your talking about the bipd tag because that's pretty much the only thing visible.

Dufubla
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Re: Ai wave battle

Post by Dufubla » Sat Feb 27, 2010 11:08 pm

Look, have a go at the Beta and see what you think.
100% no CE material in the beta.
AI in Beta include:
*Elites
*Grunts
*Jackals
*Commanders
http://www.halodemomods.com/wiki/File:B ... efight.zip

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Re: Ai wave battle

Post by kiddten » Sat Feb 27, 2010 11:28 pm

I must admit, very good mod. itmc spawning the vehi? or is it a weapon shooting sprits? one thing i found annoying though, was the fact that sometimes the hogs/banshee would fly into the air, flinging you to your doom.
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Dufubla
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Re: Ai wave battle

Post by Dufubla » Sat Feb 27, 2010 11:45 pm

It is the over shield that spawns them.
Best not to fly banshees into the ground/walls.
Take it easy with warthogs.
Coz all vehicles take damage from falling and will get stuck it the invisible roof of the map.

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Re: Ai wave battle

Post by kiddten » Sat Feb 27, 2010 11:49 pm

Dufubla wrote:It is the over shield that spawns them.
Best not to fly banshees into the ground/walls.
Take it easy with warthogs.
Coz all vehicles take damage from falling and will get stuck it the invisible roof of the map.
sweet, that's the same way i made my first AI mod. and you've given me the urge to make another respawning AI mod.
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TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

RXA
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Re: Ai wave battle

Post by RXA » Sun Feb 28, 2010 12:15 am

Downloading now! Can't wait! :D

Edit: I love it! I'm not a really great halo player and found it a quite challenging. I really like the AI spawning method!

Edit2: After playing it thru a second time I was able to live much longer. :) You just have to hshot the grunts n jackals w/ the pistol. The elites are quite a challenge tho. Great mod!

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Re: Ai wave battle

Post by tokage » Sun Feb 28, 2010 1:23 am

I loved it.
It had fantastic Gameplay and was very difficult.
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Moxus
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Re: Ai wave battle

Post by Moxus » Sun Feb 28, 2010 4:37 am

Dufubla wrote:Moxus this does not rely on ce and to show you it doesn't i'll release a beta with no ce material before this.
The beta without CE material doesn't have the Halo Full/CE trees, the HUD, the Halo 3 Assault Rifle, the Prophet, the enhanced Elites, nor the Hunters. This exclusion means that while the core mechanics work, a great deal of the mod still relies on CE for it's desired operation.

If you want to showcase the work that you've done, don't use CE material: without CE masking the work, we can see what you've done for what it is, and give you due credit.

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Re: Ai wave battle

Post by Amy » Sun Feb 28, 2010 7:32 am

I wish someone would make a firefight with just Masterchief vs. the good ol' halo 1 enemys....
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Re: Ai wave battle

Post by Moxus » Sun Feb 28, 2010 8:10 am

Amy wrote:I wish someone would make a firefight with just Masterchief vs. the good ol' halo 1 enemys....
This is what I'm saying: if you make an AI mod with standard material, the only thing that's changed is the actual work the modder has done. Therefore, if its good work, the community can't help but see the hard work that has been put into the product.

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Re: Ai wave battle

Post by 2310 » Sun Feb 28, 2010 11:35 am

Yep. It looked like yet another noobish CE import until I read about your respawn method. I'll be back when I've played it.

Also, that's why my mods are currently "Certified 0% CE"

RXA
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Re: Ai wave battle

Post by RXA » Sun Feb 28, 2010 12:08 pm

2310 wrote:Yep. It looked like yet another noobish CE import until I read about your respawn method. I'll be back when I've played it.

Also, that's why my mods are currently "Certified 0% CE"
Amy wrote:I wish someone would make a firefight with just Masterchief vs. the good ol' halo 1 enemys....
wait... when I played it yesterday, it was just the regular masterchief vsing the regular halo 1 enemies. I didn't see any CE. U guys are probably talking about the picture but its the beta that really counts.
Last edited by RXA on Sun Feb 28, 2010 5:50 pm, edited 1 time in total.

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Re: Ai wave battle

Post by tokage » Sun Feb 28, 2010 1:05 pm

2310 wrote:Yep. It looked like yet another noobish CE import until I read about your respawn method. I'll be back when I've played it.

Also, that's why my mods are currently "Certified 0% CE"
Which is not necessarily a good thing >_>
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