AI synchronization

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Fonzeh
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Re: AI synchronization

Post by Fonzeh » Thu Dec 08, 2011 9:12 pm

*maniacal laugh*

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Modzy
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Re: AI synchronization

Post by Modzy » Thu Dec 08, 2011 9:38 pm

Knowing the engine, the closest you can get to AI syncing is the ghost hog.

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Re: AI synchronization

Post by Mgalekgolo » Thu Dec 08, 2011 9:43 pm

the halo netcode is weird. I had a bunch of bipeds and some guy came on so I had him hit where one is and it was killed -_-. So his hit transferred to my map's biped without him having a mod on, sketchy shit. Tell me how the self-test goes sparkz.
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Re: AI synchronization

Post by Sparky » Thu Dec 08, 2011 10:49 pm

The locations of bipeds don't sync, or something. It's really inconsistent handling of bipeds, it seems.

I was under the impression that bipeds and vehicles synchronize, but are vehicles the only type that synchronize their locations?
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Re: AI synchronization

Post by TaxiService » Sat Dec 10, 2011 3:00 pm

Hey, if vehicles synchronize properly why don't we make a vehicle that looks and acts exactly like a biped and use that instead?

Like: give mod2, coll, antr, weap, etc of an elite to a warthog, then put a model-less actv into it and pretend the vehi is a biped.

would that work? Consider that i know nothing about the testing Zang and Sparky did.
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Mgalekgolo
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Re: AI synchronization

Post by Mgalekgolo » Sat Dec 10, 2011 3:07 pm

We had that idea. Sparky said it was the rigging that was the problem, and I think he said he could do it but I don't know what happened to it.
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Sparky
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Re: AI synchronization

Post by Sparky » Sun Dec 11, 2011 8:19 am

The tricky part about that is the types of animations; in the least, it would be pretty limiting. HOWEVER, this is not necessarily the case, since all you really have to do is make the FUNCTIONALITY like a vehicle and keep the APPEARANCE like the actual actv tag.

So what you would have here is the following:

Vehicle (model appearance doesn't matter since it will be invisible, as long as the markers and animations that its driver can use make it move and behave like an actor variant) -> Seat contains an actor variant reference -> Actor variant drives vehicle

Thus, the vehicle animates and moves like the actv, but the actv still guides it. The positon of the vehicle synchronizes through the netcode (this didn't work with bipeds, since the position of the bipeds did not synchronize across the net).

The implications are that
1. players can both assume the roles of various characters (by entering their "vehicles"), which gives the impression of intelligent AI, possibly; and
2. various AI will synchronize as less intelligent AI.

Also, you can basically have 3rd person view without using The Cheat.
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Re: AI synchronization

Post by Sparky » Thu May 17, 2012 4:31 am

adolif2 just announced that NetMerk is being discontinued, and he posted the source code to it.

http://forum.halomaps.org/index.cfm?pag ... t=lastpage
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Re: AI synchronization

Post by Samuco_ » Fri May 25, 2012 4:08 pm

Remember those clone things? They synced...

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Re: AI synchronization

Post by Sparky » Sat May 26, 2012 6:39 am

Biped information is sent over the network but not its coordinates apparently. Or there is something else, like the AI, which makes it not work because that info really isn't sent over the network while player positions are.
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