View Full Version : AI errors in beta of map; anyone know a fix?
WMagnitudeW
August 29th, 2009, 12:18 PM
Okay, well, some of you may have seen my post before about a missing tags error problem in sapien that just wouldn't go away. Thankfully that is no longer a problem for me. However, I have progressed much in adding more into a map except that I have run into a snag. I have added AI using a tutorial and the ai work fine in my game and in the game preview that is rendered in sapien. But, when my friends join my game to try it out, they see certain ai errors and I do not know how to fix them or what is even causing them. For one thing, the ai seem to actually switch teams. One side as covenant while the other has unsc but they like to change from red to blue and vice versa. As host, everything to me seems as it should be but the other players see the problem. They describe, as I have witnessed myself while joining my friend's game while he hosted, elites attacking elites. I, myself, have witnessed the marines attacking marines. Also, another big problem with the ai is that, for players other than the host, there are ai that just stand around with no weapon at all and are impossible to kill. There is another issue, however little, that another squad I created for the ai which I made only so that there was one instance of it at any given time in the map creates more than one of itself and does what the others do. It just stands with no weapon and cannot be killed. I hope one of you knows the problem and has a fix for it. I have seen maps with many ai before and have no problem so I do not know what is wrong with mine. Could it require a script? I have even attempted to reinforce the fact of what teams the ai are on by adding in ai team scripts. Thanks in advance.
chrisk123999
August 29th, 2009, 12:31 PM
AI don't sync. Simple as that. You can't make them sync, they just don't.
WMagnitudeW
August 29th, 2009, 12:44 PM
AI don't sync. Simple as that. You can't make them sync, they just don't.
I knew that from before but I don't think that's what's causing this. The reason why I don't think the syncing problem is why this is happening is because I have seen other maps with a lot of AI that may not sync but they at least fight as they should and no ai that just stand around impossible to kill and have no weapons. For example: http://hce.halomaps.org/index.cfm?fid=1992 i have played the engine room map in another server before and there were no "idle" ai. All fought as they should and did not attack each other unless it was meant to be. And when I say that, I mean the flood in that map did not attack fellow flood. They only attacked the marines and the players who fought alongside them.
FRain
August 29th, 2009, 01:18 PM
They don't sync. It's going to get all fucked up. AI over net does not work.
WMagnitudeW
August 29th, 2009, 02:02 PM
They don't sync. It's going to get all fucked up. AI over net does not work.
Yes, I realize they won't sync and players won't see the same ai. However, surely there must be a fix for an invincible non weapon ai for all players? The engine room map I linked to in my last message had no problems with the ai. I mean, sure you all don't see the same one but at least the ones you see are all flood on the same exact team and fight you as they should and not each other. I kinda doubt that ai syncing is the problem in my case because that map does not seem to share my problem with the ai.
Epsilon927
August 29th, 2009, 02:42 PM
The invincible AI with no weapons are a side effect of the non-syncing AI. The host usually doesn't see it, but as AI don't sync, clients will. I did a test online, and here's what I got.
1 AI - Host sees 1 AI. Client sees 2 AI, one of which doesn't move, and can't die.
2 AI - Host sees 2 AI. Client sees 4 AI, two of which don't move, and can't die.
I had an idea in which (don't kill me) I thought the AI would sync. Result:
1 AI (modified with some shiz that I don't feel like mentioning) - Host sees 1 AI. Client sees 1 AI, but it doesn't move, doesn't die, and position doesn't sync.
WMagnitudeW
August 29th, 2009, 02:50 PM
The invincible AI with no weapons are a side effect of the non-syncing AI. The host usually doesn't see it, but as AI don't sync, clients will. I did a test online, and here's what I got.
1 AI - Host sees 1 AI. Client sees 2 AI, one of which doesn't move, and can't die.
2 AI - Host sees 2 AI. Client sees 4 AI, two of which don't move, and can't die.
I had an idea in which (don't kill me) I thought the AI would sync. Result:
1 AI (modified with some shiz that I don't feel like mentioning) - Host sees 1 AI. Client sees 1 AI, but it doesn't move, doesn't die, and position doesn't sync.
Did you test it with the engine room map? This is why I'm basically trying to find a fix for the side effect because that map, among others I don't exactly remember the name, I see the ai as perfect aside from the non syncing positions. By the way, I was not the host, I was just a player joining the game server. And yet, I did not see any non combat deathless ai. All the ai in the game were fighting and fighting the right enemy. I'm not saying you're wrong. In fact, I think you're right about ai in general. But I do find it wierd that I don't share the same experience, at least, not with the engine room map. I am taking a look into the map at the moment checking back settings to see if there's a setting I missed or something.
Epsilon927
August 29th, 2009, 03:05 PM
Are you the host when you test the engine room map?
WMagnitudeW
August 29th, 2009, 03:09 PM
Are you the host when you test the engine room map?
No, I was not the host, I joined an engine room game server with some other people already there.
Epsilon927
August 29th, 2009, 03:14 PM
I just downloaded the engine room map to check it out. Apparently, the AI not syncing doesn't matter, because the map is rather large-ish (in my opinion), and there's so much AI, that you can't keep track of which ones appear not to sync. That doesn't mean that the map has some secret and special method to keep AI from creating duplicates that don't die.
The fact is, AI not syncing doesn't lie in the map, but it lies in the game itself. The game doesn't transfer AI status over the internet. All AI that you see, when you're the client, are actually controlled by the local machine, aka your own computer.
WMagnitudeW
August 29th, 2009, 03:18 PM
I just downloaded the engine room map to check it out. Apparently, the AI not syncing doesn't matter, because the map is rather large-ish (in my opinion), and there's so much AI, that you can't keep track of which ones appear not to sync. That doesn't mean that the map has some secret and special method to keep AI from creating duplicates that don't die.
The fact is, AI not syncing doesn't lie in the map, but it lies in the game itself. The game doesn't transfer AI status over the internet. All AI that you see, when you're the client, are actually controlled by the local machine, aka your own computer.
Mhm, so what your saying is that it's just an illusion? of how the ai spawn and how big the map is that there are still duplicates of the ai but I just can't see them because of the sheer number of ones that actually work? So, to at least duplicate that effect in my map, would I have to increase the number of ai? and possibly make it so that the ai come out of a one way only door so the duplicates spawn inside and cannot be seen by players?
WMagnitudeW
August 29th, 2009, 06:53 PM
I just downloaded the engine room map to check it out. Apparently, the AI not syncing doesn't matter, because the map is rather large-ish (in my opinion), and there's so much AI, that you can't keep track of which ones appear not to sync. That doesn't mean that the map has some secret and special method to keep AI from creating duplicates that don't die.
The fact is, AI not syncing doesn't lie in the map, but it lies in the game itself. The game doesn't transfer AI status over the internet. All AI that you see, when you're the client, are actually controlled by the local machine, aka your own computer.
Okay, well do you know if there's a way to move the useless ai into a corner or something? I tried the map and I think I noticed a marine that was a useless version in a corner in the back of the map where no one usually looks. I was wondering if there's any way anyone can think of to have the useless ones spawn in a specific spot?
Skyline
August 29th, 2009, 07:31 PM
The so called "useless" ones don't have a spawn point. They are created where the actual ai is when the client joins the game. The only useless ones that there are are the ones that the client sees moving. Those don't exist, you can stand there and get raped by it all you want but it won't do any damage. The ones that actually do damage and exists are completely invisible to the client.
It's not as simple as just using a script, if it was that simple it would have already been figured out.
Ki11a_FTW
August 29th, 2009, 07:36 PM
one way to keep the duplicate biped out is to spawn the ai somewhere else (maybe in a box outside your map) and then teleport it to a certain location on the map via command list
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