AI…really…just, AI for forge. That all that I need for new content. It would be so epic! Moders can already do this, so why can’t we!? It doesn’t mater how glitched it is!!!
That would be amazing for custom games. You could make your own firefight maps if you could set spawn timers!
This must be done.
Playing against bots has been a want of mine since CE. I loved playing against computer controlled enemies in perfect dark, time splitters, various CoD games…
It sounds good. But let’s face it. Microsoft won’t allow something like this, because they’ll want people to have Gold Memberships. Why give them an AI-simulated version of that service for free?
I’m a big fan of the idea, but there are a lot of logistics that can get in the way of such things.
Unfortunately, this would be impossible.
And yes, I’m not making things up to kill the mood. In order for AIs to function, they need to know where to go. In order to inform the AI which area is a cliff edge and which area is outside of the map, level designers use a thing called NavMesh.
NavMesh is a trianular mesh applied to the terrain of a map that allows AIs to successfully navigate the map with ease. Without the NavMesh, most AIs will stand around and do nothing. NavMesh is also used to identify which areas are cover, where to flank, how to cross a gap, etc.
You might be thinking, “Why not just let the user edit the NavMesh themselves?” Unfortunately, NavMesh is very difficult to work with. If you don’t do it perfectly, the ability of an AI to function will be laughably awful. From an accessible view, it would be nearly impossible to provide a consistent and useable interface for editing and creating NavMesh.
It’d be awesome if we could forge our own Firefight levels in Halo 5.
> Unfortunately, this would be impossible.
>
> And yes, I’m not making things up to kill the mood. In order for AIs to function, they need to know where to go. In order to inform the AI which area is a cliff edge and which area is outside of the map, level designers use a thing called NavMesh.
>
> NavMesh is a trianular mesh applied to the terrain of a map that allows AIs to successfully navigate the map with ease. Without the NavMesh, most AIs will stand around and do nothing. NavMesh is also used to identify which areas are cover, where to flank, how to cross a gap, etc.
>
> You might be thinking, “Why not just let the user edit the NavMesh themselves?” Unfortunately, NavMesh is very difficult to work with. If you don’t do it perfectly, the ability of an AI to function will be laughably awful. From an accessible view, it would be nearly impossible to provide a consistent and useable interface for editing and creating NavMesh.
While you’re 100% correct, about the technical side of things, you’re not entirely correct about it being impossible. One developer (I forget who but I’ll try to find it) actually did a video demonstration of a map being edited in engine, in real time. Basically, the objects uses could put into the maps had pre programmed methods of interaction which would tell the AI characters what they could or couldn’t do when encountering that object/area of the map. When the player put an object down in the AIs path, the AI would adapt its behaviour in real time. The system was still in very early stages, and I agree that we’re a fair ways off, but within five years or so it should be doable. The question remains as to whether other developers, such as 343, could pull it off.
Also (In reply to eben gibon king) Gamecheat13 has done tons of AI battles and things, if a modder can do it. The devs can.
Time splitters had bots and map editors.
Halo could do it. It might not be worth the effort to get them to function in forge, but they absolutely could be implemented on built in maps.