REQs in Forge

So, I noticed that some variants have been added to Forge, which is great. HOWEVER… it seems most Ultra-Rare and Legendary variants are NOT available.

Why? Seriously, why? Why not put ALL REQs in?

P.S. And with the advent of Warzone Firefight, I see no real reason to not allow us to also spawn enemies in Forge.

I read somewhere that they are going to add the rest of the Req items at a later date, but don’t quote me on that.

As for the enemies in Forge. Not going to happen, all of those maps have countless hours of work in pathing the AI to use. It’s not as simple as putting a grunt on a map and have it move around and interact with the environment.
Want proof? Go look at a modded halo games where people spawn enemies in multi-player maps, none of them move(because they have no path), and they won’t interact with the map because they have no programming to understand where they are at.

I don’t think you understand how A.I. work, if you think you can just flip a switch and have A.I in forge.

What I’d like more than the weapon variants it would be able to use warzone maps in customs

First of all, adding things to Forge isn’t as easy as copy and pasting code. They released what they managed to put in. There’s even a HUGE bug with the Weapon Pads and REQs, but it’s so fun to use that the Forge Team decided to keep it in.

And Forge AI isn’t going to happen because pathfinding and such won’t work on create-able ground.

> 2533274822455412;2:
> I read somewhere that they are going to add the rest of the Req items at a later date, but don’t quote me on that.
>
> As for the enemies in Forge. Not going to happen, all of those maps have countless hours of work in pathing the AI to use. It’s not as simple as putting a grunt on a map and have it move around and interact with the environment.
> Want proof? Go look at a modded halo games where people spawn enemies in multi-player maps, none of them move(because they have no path), and they won’t interact with the map because they have no programming to understand where they are at.

I used the 1999 AvP 2 map editor/creator! I was 12! The simplicity of telling npc’s where they could move was by making an ai path box! It would start as a box with as many points of manipulation as you want, you stretch and curve the points around objects! The ai knows where it can and can’t move, then each unit or unit groups you could give ai types, like defend, patrol(area or two points) attack an area. Wander which would make them walk around aimlessly! Set a group of units to wander together, which ever unit was highest ranking/highest species the rest would follow within an area. You could set spawn times spawn locations, or level entrance via drop ship or drop pod. You can set units to defend other units. Firefight would be extremely simple!

The system has been complexed up! Just give us ai spawn for more complexity

> 2533274856723140;5:
> First of all, adding things to Forge isn’t as easy as copy and pasting code. They released what they managed to put in. There’s even a HUGE bug with the Weapon Pads and REQs, but it’s so fun to use that the Forge Team decided to keep it in.
>
> And Forge AI isn’t going to happen because pathfinding and such won’t work on create-able ground.

Something people could do well to recognize…

> 2533274885194894;6:
> > 2533274822455412;2:
> > I read somewhere that they are going to add the rest of the Req items at a later date, but don’t quote me on that.
> >
> > As for the enemies in Forge. Not going to happen, all of those maps have countless hours of work in pathing the AI to use. It’s not as simple as putting a grunt on a map and have it move around and interact with the environment.
> > Want proof? Go look at a modded halo games where people spawn enemies in multi-player maps, none of them move(because they have no path), and they won’t interact with the map because they have no programming to understand where they are at.
>
>
> I used the 1999 AvP 2 map editor/creator! I was 12! The simplicity of telling npc’s where they could move was by making an ai path box! It would start as a box with as many points of manipulation as you want, you stretch and curve the points around objects! The ai knows where it can and can’t move, then each unit or unit groups you could give ai types, like defend, patrol(area or two points) attack an area. Wander which would make them walk around aimlessly! Set a group of units to wander together, which ever unit was highest ranking/highest species the rest would follow within an area. You could set spawn times spawn locations, or level entrance via drop ship or drop pod. You can set units to defend other units. Firefight would be extremely simple!
>
> The system has been complexed up! Just give us ai spawn for more complexity

This is isn’t 1999 lol

I’m not saying it couldn’t be done… but to do such a thing would be a huge task. The ai would need to know all of the combinations of pieces in forge and how to react to each every single pieces at every angle. The campaign or any place map with ai, every single structure is laced with information for the ai to read, and if you pay attention whenever they get in a place they shouldn’t be, they just stand there and freeze because they landed in a place they can’t read hence forth their logic cannot compute what to do next.

A prime example is when a knight decides to jump from the ground to the garage 2nd floor entrance on escape from arc( the rocketship map), it’ll over do it and land on the ledge above the door. Now because that’s not an intended place, 343i never programmed what they should do, so they just sit there until they die. You see this all the time

> 2533274822455412;2:
> As for the enemies in Forge. Not going to happen, all of those maps have countless hours of work in pathing the AI to use. It’s not as simple as putting a grunt on a map and have it move around and interact with the environment.
> Want proof? Go look at a modded halo games where people spawn enemies in multi-player maps, none of them move(because they have no path), and they won’t interact with the map because they have no programming to understand where they are at.

Half yes, half no. Over all you are right but got a few details wrong.

Particularly hear:

> Want proof? Go look at a modded halo games where people spawn enemies in multi-player maps, none of them move(because they have no path)

Halo’s AI is dynamic enough to move without a path to an extent. Those enemies do not move because there is no AI in them period. They are essentially just “vegetables.” If it was just a lack of pathing would allow an AI that can move and attack but would constantly run into walls.

But your point still stands.

I still believe that they could add in the ability for us to create the mapping. It would be easy for simple levels. It would be time consuming for complex levels. I am not a programmer, but if a game around 1999-2001 can allow map makers to make their own AI pathing, why can’t a game 20 years later do it. I will say the AVP 2 Map maker was the one that the game creators used to make the game and multiplayer maps.

Please don’t revive old topics thanks