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(KHC) Shadow
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ai

Post by (KHC) Shadow » Mon Sep 01, 2008 6:52 am

ok people i think this is getting kind of rediculous. We all want a way to spawn ai without vehicles and i think its time that u people who know how release it to the public. <cough>tyler77</cough>
and anyone else (im not picking on you tyler i just know that u know how). I find it weird that anyone would want to keep a secret from the modding community that could really help it out. You always complain about how not enough mods are coming out now u can change that!
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TaxiService
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Re: ai

Post by TaxiService » Mon Sep 01, 2008 7:12 am

Tyler is a... oh wait... Tyler you say?

OOOH YEAH!!! TYLER!! yeah, he's a dumbshit! :D

remember this rule:
"whatever tyler says is fake"
now, the only way that's publicly known using a mac is with vehicles.

you can... you can make your vehicle invisible, without collision, and make its physics act as you need to make... to make your AIs spawn infinitely.

like... make a itmc spawn a spirit dropship without mod2 and coll, and with it's gravity center moved above it (so it will flip when spawned) and... voillà!
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(KHC) Shadow
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Re: ai

Post by (KHC) Shadow » Mon Sep 01, 2008 7:25 am

TaxiService wrote: you can... you can make your vehicle invisible, without collision, and make its physics act as you need to make... to make your AIs spawn infinitely.

like... make a itmc spawn a spirit dropship without mod2 and coll, and with it's gravity center moved above it (so it will flip when spawned) and... voillà!
could u explain the above in more detail? u lost me
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TaxiService
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Re: ai

Post by TaxiService » Mon Sep 01, 2008 9:06 am

yeah, sorry. :P


okay... uhm... the easiest way i can think of to spawn much AIs without using CE and without making the map fill with annoying vehicles... is making an invisible and not-interfering vehicle!

basically, import a spirit dropship (vehicles/c_dropship/c_dropship) and null out it's mod2 and coll.
then, in its physics tag (phys) place it's mass centre above the ship itself by doing this:
- in Eschaton's Meta Editing goto spirit's phys tag
- goto Main > Centre of Mass - z and make it like... 10. <_<

now, after you spawned the AIs inside the ship, make an item collection (itmc) spawn it.

place the itmc spawn point high in the air.


if my theory is correct, when falling to the ground the invisible ship will be upside down, making the AIs fall from the vehicle and do what they're programmed for.



now, all i said is theoretical! i am not sure if nulling out its collision will make it fall trough the map or what. <.<
ehh... just try to mess in phys and vehi tag.

if what i said is not clear, i will try to make a tutorial. <_< X_X
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(KHC) Shadow
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Re: ai

Post by (KHC) Shadow » Mon Sep 01, 2008 10:20 am

ok thanks for clarifying, just once u spawn the vehicle though how do u make it go away? the map will prolly start to majorly lag after ahwile. Ill try and see if this works. thanks

EDIT: ok i did it but it didnt seem to make any change to the map at all. it didnt crash or anything.
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TaxiService
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Re: ai

Post by TaxiService » Mon Sep 01, 2008 11:02 am

uhmm...

it didn't anything? o_o nothing at all? nothing nothing nothing?

...are you sure you used the right map? <_< o_o


BTW, null out even the antigravity_particles effect and the sounds...
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Re: ai

Post by (KHC) Shadow » Mon Sep 01, 2008 11:40 am

nope didnt work. Ill try again la8r
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Re: ai

Post by Pakar45 » Tue Sep 02, 2008 4:45 pm

good idea taxi nope it did'nt work but you did help me with my one new mod coming cough chainspawning AI cough jk :D i wish it would be that easy no but you did answer my one question :D

Maybe ill try CE and try making a map :twisted: lots of possibilities :( but it will probably never happen for mac :cry: :(
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(KHC) Shadow
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Re: ai

Post by (KHC) Shadow » Tue Sep 02, 2008 5:07 pm

ya srry tax didnt work. ill try fiddling around with it alittle to see if i can make it work. and pakar btw u cant spawn ai through chainspawning it doesnt work (already tried) ya cept 4 CE maybe. Man people keep stealing ideas out of my head. I was gonna make a chainspawning ai mod 2 with CE. But i still dont know how to use CE. Orrr maybe we could work on it together :-D
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Re: ai

Post by Noodle » Tue Sep 02, 2008 5:18 pm

Yea, unfortunatley that's the only thing you can do, however, you can make the banshee's secondary fire shoot ground vehicles full of Ai's, like taxi did in his Ai beta mods.

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Re: ai

Post by Fuel » Tue Sep 02, 2008 6:07 pm

This is something i was about to try
but i stopped modding >_>
sorry this post has no valuable information
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Pakar45
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Re: ai

Post by Pakar45 » Tue Sep 02, 2008 6:39 pm

Yeah i have halo CE and a pc maybe we could i will have to research on it

But i think ill be able to do it maybe port it to mac I will try to Make an app :) trust me i can try even though im only 11 years old i can still do everything you guys can :)

well i will get to work on that :sombrero: Audios off to spannish class in the morning
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TaxiService
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Re: ai

Post by TaxiService » Wed Sep 03, 2008 3:35 am

Fuel wrote:This is something i was about to try
but i stopped modding >_>
sorry this post has no valuable information
yeah, i'd try it too, but i am busy with something else atm. <.<

btw, it is possible! i am sure it is! surely there's something wrong with something you're doing! @_@
could you tell me what happens? why it don't work?!
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