- CopycatWYOMING
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- Senior Heroic Member
Posted by: EL1TE SUPR3MACY
Posted by: TW InKoGnIto
The AI have set paths and you could block them[/quote]
From the pictures I have seen, enemies are dropped off by phantoms. This means that we cannot stop them from entering the level. And unnlike zombie mode, these enemies have weapons and can shoot you from a distance.
About the AI paths, they do not need to have set paths, all they need is a code that gives them this command:
Find the player, and kill them while avoiding obstacles
While I am no programmer, I do know that this type of coding is possible and has been done in other games for campaign, etc.
It's not as easy as typing in a command to seek out and destroy the player. From what I've seen in the Halo 3 ViDocs and my own expeiriences, Halo 3's AI involves both scripted and non-scripted events. There are multiple trigger points placed throughout a map that cause the AI to react in a certain way. It's not a "100% of the time" sort of trigger, but it makes it more likely for certain events to occur. For example, on the level Tsavo Highway, when you first leave the cave, if you take the left path instead of charging up the hill you will pass through a trigger barrier that can cause the Grunts to go into their "panic mode" and run away in fear.
Why I'm trying to point out is that even though AI can completely function on their own, they also rely on important places of interest Forging in these areas may block off the areas or cause the AI to behave inappropriately to certain events.
Believe me, I would love to see this idea to happen. Think about it for a bit though, if it were possible don't you think Bungie would have done it already?
Ya I believe they tried to already but they ran out of time to make a fire fight mode for the origional halo 3, just like the 3 maps that were cut from the game.
You don't really need area scripting for this game mode. If grunts spawn and a brute spawns the brute is the leader. If the brute dies then the grunts panic, just like if a hunter dies the other hunter goes berserk. Or even more simply if there is a line of grunts with plasma pistols they aren't going to shoot each other in the back because they realize that there is another grunt infront of them. Campaign scripting was set because if all the enemies on the level spawned once the game started 2 things would happen. 1 it would cause major lag even for people who aren't playing co-op online. 2 all the AI would be aware of each other and if one grunt ran away to another area full of brutes and grunts then it would cause a chain reaction of enemies going to your position and it would just make the game not fun, and if you happened to kill all the brutes and grunts and jackals and what not then you wouldn't have any enemies to kill in other areas.
From what I understand Phantoms and Scarabs are the only major scripted enemies in the game, being that the phantom picks up and drops off enemies and the turrets connected to the phantoms are pretty much the only actual AI's. but the Scarab is a bit more advanced because it can follow, turn and shoot at you in a small area, what I mean by small area is that it can't follow you all around the map if it wanted to.