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Thread: AI in MP Spawner

  1. #1
    Senior Member
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    AI in MP Spawner

    Videos

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    Turf, spawns AI elites, you can make them board your ghost, and it'll shoot.
    This will work as normal thanks to the [mulg], I believe the elite is on the Green Team.

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    Outskirts/03a_oldmombasa, spawns Hunters from killing Grunts.

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    Download links


    http://www.megaupload.com/?d=UCG0CIU2

    AI spawner_h2v..rar

    Note: AI is not sync, it is the object. The AI from the host determines how the object moves, which sometimes gives the impression of AI sync.

    Don't be thinking this is "true co-op", it isn't, this is a memory editing method of spawning AI.

    F7 key is to enable/disable AI

    This program will only spawn AI on Turf and Outskirts, the rest must be editing from a biped's death spawn.

    Problem with this SP map, the AI will only work on SP engine (bipd enum?), too much will cause a crash (program error?).
    when enabling the AI to be enemies, you gotta remember to respawn allies, by quickly setting on MP engine, then back again.


    Enjoy.

    Program made by PingoCE and Shock120.


    see ya next time!

    The above image has no relevance to this topic, more of a greeting image.
    Last edited by Shock120; August 29th, 2010 at 06:48 PM.

  2. #2
    Untruely Bannable~ Inferno's Avatar
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    Re: AI in MP Spawner

    I see no real practical uses for this but hey, It's a step in the right direction!

  3. #3
    Next time, we eat Rudolph ThePlague's Avatar
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    Re: AI in MP Spawner

    Dude that's awesome!

  4. #4

    Re: AI in MP Spawner

    My post was eaten. By what, I dunno. I said something about how the AI is cool and all but pretty limited last you showed me.

    Props on releasing something interesting. If only it was in MP.

  5. #5
    El Durado :/
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    Re: AI in MP Spawner

    you can spawn bipeds in MP but attaching an AI to them is not possible as of right now :/

  6. #6
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    Re: AI in MP Spawner

    well I did the best of what we have "currently" (which is Campaign and Turf).
    AI sure is fun, when they've got more information on how to act and kill.

    I still believe H2V has the same (and more) potential as H2X did.
    Last edited by Shock120; May 14th, 2010 at 04:59 AM.

  7. #7
    El Durado :/
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    Re: AI in MP Spawner

    it does it's just limited right now. but we'll get there. it's not like heck+ was created 4 days after hce was released...
    also... is it possible to rip the bipeds of the flood juggernaut give them some death animations, then patch them back in the map or no?
    Last edited by supersniper; May 15th, 2010 at 10:50 AM.

  8. #8

    Re: AI in MP Spawner

    If so, whats the difference between injection and patching?

  9. #9
    El Durado :/
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    Re: AI in MP Spawner

    well that's the thing, i haven't tinkered with the .map files and idk what they are capable of doing.

  10. #10
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    Re: AI in MP Spawner

    Quote Originally Posted by supersniper View Post
    well that's the thing, i haven't tinkered with the .map files and idk what they are capable of doing.
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    @ K_A
    patches were a format in which we could share our mods, while it was suposedly "illegal" to host full map files.

    all patches were made for maps we had available for H2X, there was no custom maps.

    sppf performed a byte by byte check, this is most compatible with H2V maps.
    Last edited by Shock120; May 16th, 2010 at 04:59 AM.

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