I really think 343 Industries should allow us to place ‘AI’ Spawn points in our forge maps for Promethean and Storm Covenant forces so we can relieve the older halo games in halo 5 with all the amazing Camping styled maps talented authors have created for us. A way I believe they could accomplish this is by giving us two options of spawning for the Covenant and the one option for the Prometheans. For example, on your map, you have a choice of placing a Phantom or Spirit spawn where the Covenant will be deployed how we all seen in WZFF or you can place their spawns in specific areas so that Covenant Boss or squad type will spawn in that location and use its Ai to patrol and engage enemies in the area. For the Prometheans, you’d place in their spawns for soldier squads, knights, bosses and even the warden and they will teleport into the map. How to eliminate lag? Only allow the forger to spawn a set limit into the map and have it obviously count towards the objet budget so forgers will have to utilize there map pieces and place the AI spawns in places key locations.
No. You have a good vision, but you have no idea how much coding its going to take to implement this.
Forge?
Due to REQs, you won’t even be able to play Firefight in custom games.
I hate to disappoint you, but we won’t be getting Forge with AI in Halo 5: Guardians. 343i is hoping that they will be able to allow us to do it in the next game, though.
> 2535438437962691;2:
> No. You have a good vision, but you have no idea how much coding its going to take to implement this.
not that much. they can rip the code from the firefight or campaign modes. they probably have an editor made on the engine. their toolkit (like betheshdas creation kit)
they can rip the code snippets/functions (because they only code it once, and just give params on what enemies will be in the doprships and the coordinates on the map), its just a piece of code that can be copy pasted.
or if its a more advanced toolkit they can just drag and drop the assets, the only real work will be to make it available in forge, and with that, selectable and placable in game.
Omarlotrc I hope that is the case, not only would it be amazing to recreate the missions from the previous titles but it can really help clans out with training and it can give people who enjoy to roleplay a cooperative game type to utilize with their custom maps
That would be so sweet to remake a campaign level with forge 
I have seen people imagine this time and time again but the idea of it is to far stretched, on warzone maps with limited options this COULD be possible but on forge maps is to complex. People forget how hard it is to code the A.I. to run smoothly.
> 2533274859620752;4:
> I hate to disappoint you, but we won’t be getting Forge with AI in Halo 5: Guardians. 343i is hoping that they will be able to allow us to do it in the next game, though.
If we do get that in Halo 6 the possibilities would be endless. User made campaign missions would become a thing and it would be awesome!
> 2533275007575433;8:
> I have seen people imagine this time and time again but the idea of it is to far stretched, on warzone maps with limited options this COULD be possible but on forge maps is to complex. People forget how hard it is to code the A.I. to run smoothly.
AI pathing, no one seems to get this, you could put AI on a forged map but they would act like a turret, they would remain stationary and shoot at any player within range, even if said player is behind a wall, without proper pathing on a map the AI wouldn’t know how to traverse the map or understand any of the geometry of the map. Unless the player is given an option to path their forged map any AI placed in said map simply won’t function properly.
> 2533274800273184;10:
> > 2533275007575433;8:
> > I have seen people imagine this time and time again but the idea of it is to far stretched, on warzone maps with limited options this COULD be possible but on forge maps is to complex. People forget how hard it is to code the A.I. to run smoothly.
>
>
> AI pathing, no one seems to get this, you could put AI on a forged map but they would act like a turret, they would remain stationary and shoot at any player within range, even if said player is behind a wall, without proper pathing on a map the AI wouldn’t know how to traverse the map or understand any of the geometry of the map. Unless the player is given an option to path their forged map any AI placed in said map simply won’t function properly.
What if they made a system where you could easily make their pathing? I’ve seen a ton of mod videos on youtube where they have AI fight each other.
> 2533274859620752;4:
> I hate to disappoint you, but we won’t be getting Forge with AI in Halo 5: Guardians. 343i is hoping that they will be able to allow us to do it in the next game, though.
How to get me hyped.
> 2533274961306591;11:
> > 2533274800273184;10:
> > > 2533275007575433;8:
> > > I have seen people imagine this time and time again but the idea of it is to far stretched, on warzone maps with limited options this COULD be possible but on forge maps is to complex. People forget how hard it is to code the A.I. to run smoothly.
> >
> >
> > AI pathing, no one seems to get this, you could put AI on a forged map but they would act like a turret, they would remain stationary and shoot at any player within range, even if said player is behind a wall, without proper pathing on a map the AI wouldn’t know how to traverse the map or understand any of the geometry of the map. Unless the player is given an option to path their forged map any AI placed in said map simply won’t function properly.
>
>
> What if they made a system where you could easily make their pathing? I’ve seen a ton of mod videos on youtube where they have AI fight each other.
The maps those are done on are spartan ops and campaign maps, so the maps are already pathed for AI, if obstacles such as forged walls, ramps, etc, were put into one of those maps the AI wouldn’t recognize them and would get stuck walking into them or attempting to shoot through them.
As far as adding in options for pathing forged maps, in theory it shouldn’t be too hard. Some games, such as Team Fortress 2 for example, custom maps can easily be pathed for AI by running a simple command on the map file, once run the AI will function quite well on most maps. The length of how long the command takes to run can vary however, some of the larger or more complex maps can take upwards of 5 minutes to be fully pathed.
The excuse of the complex movement being difficult to map for H5/H6 can’t really be argued since in Team Fortress 2 there’s plenty of advanced types of movement available including rocket jumps, grenade jumps, double jumps, not to mention teleporters as well, if these can be properly implemented through pathing sprinting, charging, and boosting could be added in as well.
That being said TF2 and H5/H6 are very different games being run on very different engines so while in theory it should be possible to implement it’s not like 343 could just copy/paste any of this into their own game, it would have to be built from scratch, so chances of seeing any of this in H5 is almost none, all we can do at this point is cross our fingers and hope for this to be added into H6, if we’re lucky.
For everyone who thinks the AI pathing is a huge task: Look at Farcry. Look at GTA V’s Editor. Look at Doom. Look at Timesplitters: Future Perfect. Look at every game that has a level editor with AI. All these games allow AI to roam freely, and any player placed obstacles have a barrier around them that tell the AI to NOT go there, but instead around. All these games do this pretty much flawlessly. So… Why can’t Halo? I’m trying to see how it can’t. In fact Halo could go the tiny bit extra mile to have boundaries to restrict where the AI roam (GTA V also has this) and y’know… Customize their appearance and weapons (Again GTA V has this. TS:FP also has the ability to customize the AI weapons and health. In Doom you can customize their Health and Damage.) It’d make for an amazing experience, and if we got a logic system like Doom has, then all your sweet campaign mission ideas could come to life fully and so could fun lil’ minigames, like say a CTF gametype but the bases have defending AI and players, and occasionally AI waves could spawn from both bases to assault the other. It’d be AMAZING. I know something like that takes a huge bit of effort, and that’s why I hope it’s in Halo 6.
> 2535438437962691;2:
> No. You have a good vision, but you have no idea how much coding its going to take to implement this.
He’s right you know. Also the amount of data that would need to be uploaded to have players input their own advance AI patterns would be a huge memory consuming waste for players who have no interest in it anyways. The file update would problaly be a few gigs on top of the massive size halo 5 already is.
processing would suck.
load times would skyrocket.
irs a nightmare. Maybe halo 6