- Sliding Ghost
- |
- Intrepid Legendary Member
- gamertag: [none]
- user homepage:
Reserved
Edit:
A0. AI collection tutorial... Done!
The demonstration video shows the standard routine for the collection. The collection begins after clearing the hangar for the Phantom because I believe you need to kill the initial Heretics that you encounter in the hangar to get the locked door to open.
A1. Enemy AI movement triggers
Trigger #1 - Going through this door triggers the hangar Heretics to go down to the 1st energy conveyor belt room.
Trigger #2 - Going through this door triggers conveyor belt Heretics and hangar Heretics to go to this room and beyond.
Trigger #3 - When you go through this door, nearby Heretics from the previous areas will fill the area below the Sentinel. If you go back and trigger the lz, you can get Heretics that were left behind.
Trigger #4 - When you go through this door, Heretics will go into this room.
A2. Enemy AI (Free roamers and territorials)
First, get acquainted with these terms.
Free roaming - can go anywhere
Territorial - strictly restricted to a spot, room, etc.
Semi-free roaming - no strict restriction to an area but with each trigger point triggered, they move on and don't return to the previous rooms
Now I can assure you that most enemies are semi-free roamers. But in case you're wondering...
Free roaming enemies:
-sword wielding Heretic Elite
Territorials:
-2 Heretic Grunts that spawn in the corridor before the 1st energy conveyor belt room
-2 Heretic Grunts that spawn at the end of the 2nd energy conveyor belt room
-2 Heretic Elites and 3 Heretic Grunts that spawn in the room after trigger point #4
-Sentinels
Unknown (probably territorial):
-2 Heretic Grunts on turrets
-the Heretic Elites and Grunts that spawn in the window room (right before the landing pad with the Heretic Banshees)
The rest are semi-free roaming, including the fuel rod gun Grunts. However, one or two might need to be killed to get trigger point #1 door to open.
A3. Friendly AI
Progress Report #1:
Right now, I have setup blockades on the elevator (the 2 supply cases flanking the middle one were originally upright IIRC) and right below the Phantom's gravity lift. In doing so, I have successfully contained a total of 3 Elites (1 was dropped off by the Phantom) and 2 Grunts (btw the 1 that was clutching the turret still has it :3), although I am disappointed that the game didn't consider the first 2 Elites and 2 Grunts dead and spawn 2 additional Elites and Grunts respectively via Phantom.
Of course, getting Elites is better than getting Grunts. Unfortunately, even if you kill the 2 Grunts, you'll just end up with another pair of Grunts from the Phantom. As the Grunt still has the turret, you could potentially get him to set it up at the window room if he survives that long. Then you could have some fun gunning down Heretics. :P
Also, any AI left in the hangar will disappear after the door closes. But the friendly AI still have scripting so one would need to setup (in advance) a barricade of supply cases in the room after the trigger point #1 door then release the friendly AI from their supply case prisons.
Progress Report #3:
Allies from the Phantom can be brought back to the lz and to the battle but they don't have scripting so you have to push them, get them to charge enemies for a melee, or give them swords or they'll just stand/crouch in place.
A4. Retaining the Heretic leader
Tired of seeing brown and gold?
Like playing 'Where's Waldo?'?
Want some authenticity to this apparently leaderless flock?
Or do you just like the color red?
This is how to stop the Heretic leader from going in his Banshee and leaving. It works 90% of the time. His presence adds realism to the collection. It can't be Heretics without their voice and face, a living monument of truth!! Plus, it's pretty cool to have all the Heretics together. For practical reasons, keeping him from leaving will allow you to have a Banshee that does not trigger the enemy Banshees to spawn. And he can be used as a meatshield or to block doors.
The key is to go near him, wait for him to stop talking, then start shooting the ground near you with a fuel rod gun and sword lunge at him. If he stops and does his turn-around surprise animation, then it worked. But you must time it right or he'll still go into the Banshee. It happens quite a lot so this isn't terribly difficult. I'll get a video of some of my near successful attempts uploaded later. Btw, I got him to the top of The Arbiter. :)
[Edited on 01.14.2012 4:19 PM PST]