Cool Halo 4 DLC Idea by EYE3X

What if they would add, for forge, the ability to put down smething like mob spawners so like in Custom games you have Covenant and Prometheans to fight and stuff!

its a cool Idea. I have been wanting AI in forge for forever. but its most likely not going to happen and never in a DLC.

> its a cool Idea. I have been wanting AI in forge for forever. but its most likely not going to happen and never in a DLC.

Still just something to think about, thought of it sounds so awesome:)

It wouldn’t work. The AI cannot see through Forge pieces. They would end up walking through walls.

Even the AI does not roam freely, they are given a certain area in which they can move.

It’s not plausible for an object editor.

> It wouldn’t work. The AI cannot see through Forge pieces. They would end up walking through walls.
>
> Even the AI does not roam freely, they are given a certain area in which they can move.
>
> It’s not plausible for an object editor.

Place-able navmeshes?

> > It wouldn’t work. The AI cannot see through Forge pieces. They would end up walking through walls.
> >
> > Even the AI does not roam freely, they are given a certain area in which they can move.
> >
> > It’s not plausible for an object editor.
>
> Place-able navmeshes?

Wouldn’t work. AU still can’t see Forge pieces.

> It wouldn’t work. The AI cannot see through Forge pieces. They would end up walking through walls.
>
> Even the AI does not roam freely, they are given a certain area in which they can move.
>
> It’s not plausible for an object editor.

thats why 343 could mess around to make it possible eventually with how technology is advancing it will be possible

> > It wouldn’t work. The AI cannot see through Forge pieces. They would end up walking through walls.
> >
> > Even the AI does not roam freely, they are given a certain area in which they can move.
> >
> > It’s not plausible for an object editor.
>
> thats why 343 could mess around to make it possible eventually with how technology is advancing it will be possible

No it wouldn’t. Forge is an object editor. The AI does not see dynamic objects like crates and the like. It would not happen without a major overhaul in how the Forge works.

  1. design a system that would scan a forge map from the spawn to detect where it can and cannot fit through

  2. make it so it knows the difference between a movable object and a still one.

  3. make sure it knows where the kill zones are.

  4. have the ability to choose AI paths and actions.

  5. give each individual AI it’s own spawn point.

> 1. design a system that would scan a forge map from the spawn to detect where it can and cannot fit through
>
> 2. make it so it knows the difference between a movable object and a still one.
>
> 3. make sure it knows where the kill zones are.
>
> 4. have the ability to choose AI paths and actions.
>
> 5. give each individual AI it’s own spawn point.

It doesn’t work that way. AI paths are hard-coded into the map.

> > 1. design a system that would scan a forge map from the spawn to detect where it can and cannot fit through
> >
> > 2. make it so it knows the difference between a movable object and a still one.
> >
> > 3. make sure it knows where the kill zones are.
> >
> > 4. have the ability to choose AI paths and actions.
> >
> > 5. give each individual AI it’s own spawn point.
>
> It doesn’t work that way. AI paths are hard-coded into the map.

It can still be implemented into future Halos

Actually It can work, because AI in reach and h4 isn’t hard coded to where they stay in a path, they use the area around them based on the player, example is like crates in campaign, the brutes go on top of them even when moved. The AI wouldn’t be as smart as the campaign, but it wouldn’t be impossible, plus in forge you have all these objective spawners and spawn systems, so it isn’t impossible to do this, have a map made, then put markers for AI to know that this is a wall/object, and how far they can go, sorta like the safe/death barriers in reach, only problem I can see is syncing online, but, they could take the campaign/coop/spartan ops sync code to mp, but time will tell.

Great idea it’d be awesome for Cops n Robbers, you have a prison, you have the AI and you get them an area to walk around in, they can free roam all the whole map using basic movement patrolling the prison corridors up and down, then if they spot you they shoot on sight, but using player trait zones, if you back off into your cell they’ll cease fire, you can also have 2 guards at the exit of the prison, so you have to assasinate them or sneak passed them in order to escape.

Oh an Sitri Stahl can you please stop being so negative on EVERY thread you go in? AI in forge is possible, it works for Garry’s Mod, and even if it wasn’t it’s still an awesome idea.

>Cool Halo 4 DLC Idea by EYE3X
>posted by EYE3X

Thanks for that.

> >Cool Halo 4 DLC Idea by EYE3X
> >posted by EYE3X
>
> Thanks for that.

Stay on topic…

> > 1. design a system that would scan a forge map from the spawn to detect where it can and cannot fit through
> >
> > 2. make it so it knows the difference between a movable object and a still one.
> >
> > 3. make sure it knows where the kill zones are.
> >
> > 4. have the ability to choose AI paths and actions.
> >
> > 5. give each individual AI it’s own spawn point.
>
> It doesn’t work that way. AI paths are hard-coded into the map.

Then how about we are given the option to choose what paths they take, if you don’t select a walk path then they just stand still, it’s very much possible, you can set the waypoint on the AI and choose where they walk, and you’re given the option to choose if they’re hostile or not and can program it to attack specific teams only e.c.t IT’S AN AWESOME IDEA.

> >Cool Halo 4 DLC Idea by EYE3X
> >posted by EYE3X
>
> Thanks for that.

had to do a unique name for Topic lol

I don’t see how its impossible. It would just take a long time to write into the game. Garrys Mod’s AI’s can see different objects you put out. But it is a PC game which could be why…

To my knowledge, AI wouldn’t walk through objects, they just wouldn’t be able to detect them and would probably wind up walking into one and not moving. So, I would make the base map AI-friendly and write something in to their code that tells them to re-route if they stop any foward progress for x amount of time. Not ideal, but it wouldn’t be horrible either. Then, with the object menu, you could set the AI to Roam, Patrol, Strike, etc. Roam could be set an area (with the Object Shape thing) that they can move around in–this could be expanded with specific player trait zones (except they don’t modify players…). Patrol could be where you set waypoints and the AI will move from one to the other and, at the end, retrace their steps. Strike could be where the AI spawn in one area and move to attack (so higher aggression) another area.