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Thread: [WIP] GuiltySpark

  1. #21
    chilango Con's Avatar
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    Re: [WIP] HaloBot

    This is simply meant to control your player, not the AI in campaign. You'll have to solve your AI problems on your own since this is totally different.
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  2. #22
    Alive malolo420's Avatar
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    Re: [WIP] HaloBot

    Ohh Ok.
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  3. #23
    chilango Con's Avatar
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    Re: [WIP] HaloBot

    finished revamping links



    this should be much clearer with big arrows
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  4. #24
    Untruely Bannable~ Inferno's Avatar
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    Re: [WIP] HaloBot

    Can you lay down path nodes or anything?
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  5. #25
    Chris chrisk123999's Avatar
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    Re: [WIP] HaloBot

    This controls the player correct? In theory, would it be possible to make fake players then control them?
    Don't tell me no one else was thinking this.
    Last edited by chrisk123999; May 5th, 2010 at 05:00 PM.
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  6. #26
    Neanderthal Dwood's Avatar
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    Re: [WIP] HaloBot

    I suggested to him the using of importing cutscene flags from lone scenario files, as pathnodes.
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  7. #27
    Senior Member TEMPTii's Avatar
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    Re: [WIP] HaloBot

    Quote Originally Posted by chrisk123999 View Post
    This controls the player correct? In theory, would it be possible to make fake players then control them?
    Don't tell me no one else was thinking this.
    We already established that it controls the WASD key, thus the only way to control a biped is to bump posses it.
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  8. #28
    Chris chrisk123999's Avatar
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    Re: [WIP] HaloBot

    Yes, but I would think you could fake the movement keys via memory hacking.
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  9. #29
    chilango Con's Avatar
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    Re: [WIP] HaloBot

    I don't know why you would want to move other bipeds around.. it's not like they would sync at all. If it's SP then whats the point? All the path-finding is laid out for them already in SP.
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  10. #30
    Chris chrisk123999's Avatar
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    Re: [WIP] HaloBot

    Assuming you could make fake clients, it might sync.
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