??
I hope so. I’ve been asking for this since Reach. There are even some who’ve been asking for this since Halo 2, not in Forge of course, but Customs.
We don’t know.
Yeah it would be a cool feature
More than likely no. To my understanding all AI need a generated navigation grid for every map so that they know where to go and where not to go as well as issue behavioral commands. The fact that forge is a gamemode where you are continually changing the map and adding terrain and objects it is unlikely AI will be a thing in forge. You would have AI running into walls, glitching out, or simply just break down not knowing what to do. Of course you could just generate a new NG on placement of an Ai but that would take up serious time as well as memory and then you have to worry about AI that you put down before hand and the whole system gets messed up. So yeah AI is very unlikely. Maybe im wrong but as far as my knowledge goes that’s the outcome.
I doubt it.
I wish, but I doubt it will happen
> 2535407149471660;5:
> More than likely no. To my understanding all AI need a generated navigation grid for every map so that they know where to go and where not to go as well as issue behavioral commands. The fact that forge is a gamemode where you are continually changing the map and adding terrain and objects it is unlikely AI will be a thing in forge. You would have AI running into walls, glitching out, or simply just break down not knowing what to do. Of course you could just generate a new NG on placement of an Ai but that would take up serious time as well as memory and then you have to worry about AI that you put down before hand and the whole system gets messed up. So yeah AI is very unlikely. Maybe im wrong but as far as my knowledge goes that’s the outcome.
I think it’d be possible if they employed an AI “Actor” system similar to the Grand Theft Auto Creator and FarCry.
Still highly unlikely, but I think it can be done technically.
I doubt it, but they also did say forge has been significantly improved, so you never know. Just don’t get your hopes up.
> 2533274925953101;1:
> ??
Nobody know’s much about Forge, the best place to find any new Halo news will probably be at PAX at the end of the month but I’m not sure.
before I start, understand I’m not a programmer I have no idea if any of my ideas are possible, they’re only suggestions as to how I would approach ai in forge, its up to actual designers and programmers to decide if anything I say is possible or worth looking into making possible.
I have a solution that might be technically difficult/impossible but its an idea; two forge programs one that is a map editor like we’re used to and a second that lets you set up ai. all forge objects in forge 1 will have ai interaction information bundled into them so when you are in forge 2 and it generates a NG so the ai know where and how to interact with every placed object, but then you have to consider phased objects, will the ai try to walk along one wall and get stuck walking into another because they overlap? so what if the forge 2 when loading the map generates the NG to “coat” the map so phased objects share an outline and the ai think its one object? then the ai wanting to run from end a to b on that wall will jump/clamber over or slide under a low barrier and finish moving the b.
Next problem, Spartan abilities, we all know that each forge item has size measured in the same units as those used to nudge them around, so how high is too high to jump over without clamber, how low is too low to slide under how far is too far to jump across without thrust, how far is too far without thrust and clamber? would the NG “coat” be able to measure those gaps and let the ai “know” it can go under that gap you made, cross that span, walk through a gap, go over that wall. on maps not built in a box (foundry halo 3) unless you build a wall big enough to contain Spartans you will have to put out of bounds zones to stop ai from leaving because players will understand that’s not part of the map and there might not be a way back but an ai won’t unless you tell it so all your ai could disappear out the map and go wondering around forge world looking for a way back to the action or just run off.
last problem I can think of is behaviour, say we’re playing CTF can I set my maps AI to be defensive or offensive, can they run objectives, will they just run around playing slayer can I give them orders like the ai teammates in campaign will they escort flag carriers and hunt down enemy carriers, if its touch return will they touch it. if its slayer will they just rush for kills or will they set up map control? will they go for power weapons or just walk past them? will they grenade round corners or only at enemies they can see? will they retreat from bad fights or die pointlessly? can generic behavior be set in game options do I have to program them in forge 2, or will it just be part of the ai regardless? lots of questions that I can’t reasonably solve with my understanding of whats involved but I would like to be able to set zones in objectives where ai will either defend or attack, game options for “can ai carry objectives: yes/no”
so, I want a map editor and an ai editor, I want ai that use Spartan abilities to move around the map and a way to keep them in the map without actual walls, I want ai that can perform objectives or take map control, use power weapons. and I want to be able to place non Spartan ai, elites, marines/odsts, Prometheans. I want to set what weapons they have like I can with players and if they can/can’t use vehicles, I want to be able to give them commands like in campaign or I don’t want them and I’m ok waiting a couple of years till halo 6 to get it
We’ll figure out when they show a Forge demo at some point in time
> 2533274865708979;11:
> before I start, understand I’m not a programmer I have no idea if any of my ideas are possible, they’re only suggestions as to how I would approach ai in forge, its up to actual designers and programmers to decide if anything I say is possible or worth looking into making possible.
>
> I have a solution that might be technically difficult/impossible but its an idea; two forge programs one that is a map editor like we’re used to and a second that lets you set up ai. all forge objects in forge 1 will have ai interaction information bundled into them so when you are in forge 2 and it generates a NG so the ai know where and how to interact with every placed object, but then you have to consider phased objects, will the ai try to walk along one wall and get stuck walking into another because they overlap? so what if the forge 2 when loading the map generates the NG to “coat” the map so phased objects share an outline and the ai think its one object? then the ai wanting to run from end a to b on that wall will jump/clamber over or slide under a low barrier and finish moving the b.
> Next problem, Spartan abilities, we all know that each forge item has size measured in the same units as those used to nudge them around, so how high is too high to jump over without clamber, how low is too low to slide under how far is too far to jump across without thrust, how far is too far without thrust and clamber? would the NG “coat” be able to measure those gaps and let the ai “know” it can go under that gap you made, cross that span, walk through a gap, go over that wall. on maps not built in a box (foundry halo 3) unless you build a wall big enough to contain Spartans you will have to put out of bounds zones to stop ai from leaving because players will understand that’s not part of the map and there might not be a way back but an ai won’t unless you tell it so all your ai could disappear out the map and go wondering around forge world looking for a way back to the action or just run off.
>
> last problem I can think of is behaviour, say we’re playing CTF can I set my maps AI to be defensive or offensive, can they run objectives, will they just run around playing slayer can I give them orders like the ai teammates in campaign will they escort flag carriers and hunt down enemy carriers, if its touch return will they touch it. if its slayer will they just rush for kills or will they set up map control? will they go for power weapons or just walk past them? will they grenade round corners or only at enemies they can see? will they retreat from bad fights or die pointlessly? can generic behavior be set in game options do I have to program them in forge 2, or will it just be part of the ai regardless? lots of questions that I can’t reasonably solve with my understanding of whats involved but I would like to be able to set zones in objectives where ai will either defend or attack, game options for “can ai carry objectives: yes/no”
>
> so, I want a map editor and an ai editor, I want ai that use Spartan abilities to move around the map and a way to keep them in the map without actual walls, I want ai that can perform objectives or take map control, use power weapons. and I want to be able to place non Spartan ai, elites, marines/odsts, Prometheans. I want to set what weapons they have like I can with players and if they can/can’t use vehicles, I want to be able to give them commands like in campaign or I don’t want them and I’m ok waiting a couple of years till halo 6 to get it
I really don’t think people understand the challenges of a programmer. It only takes a single letter out of place to make things go awry.
I don’t think AI will ever be in forge, not unless it’s literally as simple as a circle of where you want the AI to go in, and that’s it.
You have to realize, if you have things in the way, it has to know to use those items, climb on top, go around, etc.
Things are not going to be a point and click, right click and choose ‘hold here’ or ‘climb on the box at 3:25 and beat your chest while shooting wildly in the air’.
-Yoink- isn’t this easy, and people think that they get to do whatever they want. (not you in particular, I just see lots of people unable to grasp the concept that AI is freakin’ hard as -Yoink- to program)
Guys, AI isn’t coming to Forge. It just isn’t going to happen. They could be writing a program for an easy interface for Halo 6, but the chances of it happening for Halo 5 is unbelievably SMALL.
Think about it, if they had to redo an entire engine for Xbox One, in 3 years, Make warzone, Arena, etc, why the hell do you think they would have made an AI system in that short of a time as well?
ive wanted this since halo 3 so we can only hope theyve got bots in warzone so theres no reason for them not to be in forge
> 2533274870790671;14:
> ive wanted this since halo 3 so we can only hope theyve got bots in warzone so theres no reason for them not to be in forge
…Did you even read my post? Do you even know how to program? No? So how exactly are you going to make the AI do what you want? You can’t. Stop saying ‘no reason’, when there are PLENTY of reasons. Christ.
> 2533274938678576;15:
> > 2533274870790671;14:
> > ive wanted this since halo 3 so we can only hope theyve got bots in warzone so theres no reason for them not to be in forge
>
>
> …Did you even read my post? Do you even know how to program? No? So how exactly are you going to make the AI do what you want? You can’t. Stop saying ‘no reason’, when there are PLENTY of reasons. Christ.
Wew chill.
Plenty of games with map editors allow you to place your own AI without programming anything ill list a few
Far Cry
Arma
Men of War
Grand theft Auto
Command and Conquer
Act of War
Minecraft
Castle miner
> 2535407149471660;5:
> More than likely no. To my understanding all AI need a generated navigation grid for every map so that they know where to go and where not to go as well as issue behavioral commands. The fact that forge is a gamemode where you are continually changing the map and adding terrain and objects it is unlikely AI will be a thing in forge. You would have AI running into walls, glitching out, or simply just break down not knowing what to do. Of course you could just generate a new NG on placement of an Ai but that would take up serious time as well as memory and then you have to worry about AI that you put down before hand and the whole system gets messed up. So yeah AI is very unlikely. Maybe im wrong but as far as my knowledge goes that’s the outcome.
It seems to work just fine when modders put them in forge, I’ve never done it, but I’ve watched a lot of gamecheat13
> 2533274938678576;15:
> > 2533274870790671;14:
> > ive wanted this since halo 3 so we can only hope theyve got bots in warzone so theres no reason for them not to be in forge
>
>
> …Did you even read my post? Do you even know how to program? No? So how exactly are you going to make the AI do what you want? You can’t. Stop saying ‘no reason’, when there are PLENTY of reasons. Christ.
From a technical point of view there’s no reason why this wouldn’t be possible. Basic game designs can create flow paths for AI so yes it is technically possible for Forge to include AI since it’s already common practise when experimenting with basic AI. The only problem is I doubt it work well if the Forge player is trying to manipulate objects while adding AI in a overly complex map but it is possible. It really depends on the complexity of the AI.
This problem has been experimented before in games like Garry’s mod where players are able to manipulate environments while fighting AI.
It also works in poject spark, they could even add options for how the ai act like in gta v