> > > > This is great, but I don’t know if it’s even possible. I’ve always wanted to create a large battle with infantry, ground and air vehicles.
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> > > I’m sure it’s possibly or at least it should be a hell of a lot easier on the Xbox One, my pc isn’t as powerful as an Xbox One, I can develop similar thing’s so don’t see why they couldn’t.
> > >
> > > Also be cool to make a gametype where we had to fight for objective’s with a scarab in the middle.lol
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> > Unfortunately, it’s not possible. In order to add an AI to a map, the AI must be coded to the map and programmed on what tasks to complete in game. It would be impossible to create a UI for this, and the coding itself is cumbersome and tedious.
> >
> > 343i could code the default Maps, but player built Forge Maps would not be usable thus defeating the purpose all together.
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> Actually it’s possible with the right coding. It’s like Udk I can test the map, then cook it but in the original game build of Unreal Development kit the player could spawn bot’s anywhere but the path finding couldn’t be too hard to setup.
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> As for the task’s well it be can pre-programmed using pre-existing command’s, the AI can easily be shifted to any map as long as you change the file name’s, making the minor change’s. As for UI well that’s down to including the 2d layer’s to look right, implementing a thought through graph chart to understand to place certain function’s, maybe include some sort of function setting in the AI character like a basic a dummy AI in tutorial’s where player’s can send command’s to attack/defense or force a command like in the Doom builder where a player can command a AI in-game to command a certain area, these feature’s can be easily producted in a modern engine, 20 year old engine, I know because I have done both.
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> As for the Forge editing it’s all down to the people who know their engine to implent the change’s since be impossible to know what to do make the implementation’s without knowing something about their coding system, etc… since anyone can make a UI but making the AI work without knowing the code is a problem (for all I know it could be using C++)
I’d think the only way to implement AI-pathfinding is through NAV-Meshing, but that would still be quite cumbersome for the average Forger.
I also have experience with level/map design, so perhaps 343 could NAV-mesh each individual Forge object instead of the player having to NAV-mesh their entire map. That would be the most logical solution.
But once you’ve NAV-meshed your map, getting the AI to have the correct behavior is extremely difficult, even with a rather easy language such as C++. The AI would have to understand all of the strategic pathways on the Map, it would be hard to have a general code that will tell which paths the AI must prioritize to engage the player when the possibilities for the Map’s structure is endless. Implementing these features is certainly possible, but there is a large chance of loose ends or glitches that may not be fixable.
Also, Halo has had a reputation of having terrible friendly AIs. Would someone really enjoy having a bot-based match with disfunctional allies? Would it be enjoyable to have the driver of your Warthog constantly drive you into walls? It could be a detrimental experience that may result in total failure.
Maybe with the Kinect 2.0, you can command friendly AIs to do specific tasks such as picking up a weapon or entering a vehicle. And the Kinect could even be used to partially code the AI’s themselves. Instead of having to scroll through a long GUI and then typing in strings of code, you could just say them. It’s a good thing that the Kinect is no longer a gimmick, but available to all users.