FINALLY, CSS AI!

Everything about HD, MD, and their mods.

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§harkÉ
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FINALLY, CSS AI!

Post by §harkÉ » Fri Aug 07, 2009 7:59 am

well, it's probably a step towards it.

You don't need gameranger, any weird apps, just host and people who join can see the ai, kill em, everyone has fun.

yea.

I can't say I made this mod entirely, though. I just wanted to find the secrets of making ai CSS. Lemme show you the pics first, before you get bored from reading all this.


Yep, super fun
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and yes, everyone can see the ai just fine.
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me and my guys love BBQing em
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again, I probably can't call this my mod at all. It's because synching ai isn't currently possible with the tools of mac halo demo right now.
Unless you guys have a hidden app that allows us to add actv slots into the scenario, THEN im wrong.

YEAH, so the secret to ai that synch! =3=

You need actv slots in the scenario, so the ai spawns as soon as the game is made. AND, they need to be set to moving around. Whether it's wandering around or a set path, the pesky whatever-you-have-spawned needs to be up and about, running around.

When people join, you press New Game, and Bingo, you got CSS ai. It probably helps if the ai are set to " Always charge at Enemies"



so here, read this befo' you download. ( if you DO, that is.)





INFO ON THE MAP:

this mod was originaly floodgulchv2, a ce map. I used it because it had all the requirements for CSS ai. Respawning spawn points, ai are set on a track, etc etc.

I modded the flood's ai and bipd to be more challenging to fight. They are smarter, they track you down if you are hiding, they jump if you are on base or on a tree, and they melee relentlessly.

the little floodlings are not as weak as before. They are a hell of a lot tougher, taking a lot of shots to die, and they don't die on impact to your shields. Instead, they eat away at it quite fast. To get at your flesh. :3



IMPORTANT NOTE:
Remember to always New Game when someone joins in the server. That way, it resets the spawns so the AI can synch.

Keep everyone on the Red team. It's not fun on blue.

so yea, this mod is just for having fun, and trying to get more research and interest into the idea of CSS AI. All these new strong, good apps out, I reckon we could do something as cool as Coop Campaign on Multiplayer. Just sayin' ^^

so yea, have the mod, grab some of your friends, and play some coop against the sludgy floods.

Download Link:
http://www.mediafire.com/download.php?hkhroaznjyn


SharkE
@@@@!

Noodle
Delta Force
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Re: FINALLY, CSS AI!

Post by Noodle » Fri Aug 07, 2009 8:14 am

So you converted a map with AI's? Win.
>.<

§harkÉ
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Re: FINALLY, CSS AI!

Post by §harkÉ » Fri Aug 07, 2009 8:21 am

kyh wrote: so yea, this mod is just for having fun, and trying to get more research and interest into the idea of CSS AI. All these new strong, good apps out, I reckon we could do something as cool as Coop Campaign on Multiplayer. Just sayin' ^^
@@@@!

Noodle
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Re: FINALLY, CSS AI!

Post by Noodle » Fri Aug 07, 2009 8:24 am

Just saying, this could be done long ago.

§harkÉ
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Re: FINALLY, CSS AI!

Post by §harkÉ » Fri Aug 07, 2009 8:29 am

o.O really?

because I always read these tuts and posts about AI never synching. @@ No one ever bothered to say AI is CSS in CE.... damnit.
well thank you for telling me now, seafire.

This mod will be for people like me who don't know about this fact, then.
@@@@!

Noodle
Delta Force
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Re: FINALLY, CSS AI!

Post by Noodle » Fri Aug 07, 2009 8:32 am

Yeah, you only had to convert a chainspawning AI map with QAR...

Dirk

Re: FINALLY, CSS AI!

Post by Dirk » Fri Aug 07, 2009 8:35 am

well we could do this a LONG time ago, nothing new. And we can add actv slots to the scnr.

§harkÉ
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Re: FINALLY, CSS AI!

Post by §harkÉ » Fri Aug 07, 2009 8:39 am

o.o can you tell me how to add actv slots to the scnr? then I wouldn't have to rely on these CE maps...
I tried searching for this but found nothing @@
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Noodle
Delta Force
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Re: FINALLY, CSS AI!

Post by Noodle » Fri Aug 07, 2009 9:26 am

I believe it involved swapping a vehi or itmc tag... right?

Spartan-006
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Re: FINALLY, CSS AI!

Post by Spartan-006 » Fri Aug 07, 2009 10:44 am

This kinda reminds me of 28 Days/ Weeks later. Because they track you down. Maybe someone should make it so that if you get killed by the flood, your corpse turns into one. I know, ridiculous, and probably impossible, just throwing it out there.
Will download!
(monorail cat is NOT obsolete)
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Dirk

Re: FINALLY, CSS AI!

Post by Dirk » Fri Aug 07, 2009 11:07 am

Seafire wrote:I believe it involved swapping a vehi or itmc tag... right?
no, halo exceptions if you do that, or nothing happens.

You make a new tag.

Altimit01
Eschaton Dev
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Re: FINALLY, CSS AI!

Post by Altimit01 » Fri Aug 07, 2009 2:05 pm

I don't think you understand CSS.
1. CSS means that all changes show up for joiners. This means no desyncing due to the host having a modded map and the joiner having a stock map. This is clearly not CSS.
2. If you have to restart the game when people join to have them see the AI then it's not CSS nor is the AI syncing. There is no known way in Halo 1 to have syncing AI. CE people have been working on it for quite some time and without external apps it doesn't happen.

CSS AI is not that hard. You simply have to have AI show up using elements that won't exception joiners. Just have the AI use the cyborg bipd.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
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KillaGrunt
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Re: FINALLY, CSS AI!

Post by KillaGrunt » Sun Aug 09, 2009 4:32 pm

IDK.

i played and its a kewl mod
:evil: ----)
Image

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