If there were Ai importable to custom games the game overall would be better as you could do whatever scenario you want think about it, a small band of unsc soldiers fending off wave after wave of covenant or a small squad of odst’s are following the player as support for whatever mission you make up that would be amazing.
It would take a lot of work to do that and make it good, but Tom French said it’s a possibility for Halo 6.
Halo 5 also maxed out its update budget. Especially for Forge.
I think I would just make halo my life when there would be a forgeable campain modus. I can only imagine what kind of insane things the forge community would come up with.
Tom French, who was the lead in Forge during Halo 5’s active life cycle, has brought up that he’d have loved to have AI in Forge, along with other neat things such as Forgable Water Volumes for maps, and even the Forge World canvas. But Halo 5 has reached it’s memory budget, so a lot of features might be being pushed to Halo 6.
> 2533274800168045;5:
> Tom French, who was the lead in Forge during Halo 5’s active life cycle, has brought up that he’d have loved to have AI in Forge, along with other neat things such as Forgable Water Volumes for maps, and even the Forge World canvas. But Halo 5 has reached it’s memory budget, so a lot of features might be being pushed to Halo 6.
Memory budget? If it means what I think it means, that would be a strange thing. Halo 5 is alread 100gb+ to download.
> 2533274855810497;6:
> Memory budget? If it means what I think it means, that would be a strange thing. Halo 5 is alread 100gb+ to download.
Not memory as in storage space, memory as in RAM. Available resources for items that can be loaded in and usable without causung perfromance degredation. Wasn’t possible to it at the time, but as mentioned above it should hopefully be possible in the future
The AI in H5 isn’t to smart… If you put them in a custom made map they would be walking straight into obstacles and walls not going around… Straight off the edge of the map if it has any. Probably be more frustrating and not worth while.
Thing with AI in games is that its pretty rarely drag and drop, especially for a game as complicated as halo. 3D games usually use nav meshes and nodes so the AI knows where it can go and what it can do with things. Its much easier on processing power if the AI is told what it can do, as opposed to having it constantly assess its surroundings to know what i can do.
With something like forge this means they have to give the players the ability to map out this information for the AI, as well as provide scripting abilities if you want them to do more than just stand, wander, and shoot enemies.
> 2533274800168045;5:
> Tom French, who was the lead in Forge during Halo 5’s active life cycle, has brought up that he’d have loved to have AI in Forge, along with other neat things such as Forgable Water Volumes for maps, and even the Forge World canvas. But Halo 5 has reached it’s memory budget, so a lot of features might be being pushed to Halo 6.
Halo 5 without all that still had the best forge the creations forgers have come up with are pure genius and absolutely amazing Tom French and his team are really good and I thought there was something like AI in forge? Like that map where you fend off waves of mantises with friends in a tiny building with weapons and grenades?
The real answer here is really complicated, and that’s why you aren’t hearing it:
Because AI pathing/meshing probably has to be applied to the map. If you forge the map, you would have to apply it yourself, and it’s a HUGE amount of work to do this, it takes almost as long as making the map itself. If you have access to Creation Kit and/or Skyrim, you can play with a “navmesh” and see exactly what the problem is.
> 2535415472426404;10:
> > 2533274800168045;5:
> > Tom French, who was the lead in Forge during Halo 5’s active life cycle, has brought up that he’d have loved to have AI in Forge, along with other neat things such as Forgable Water Volumes for maps, and even the Forge World canvas. But Halo 5 has reached it’s memory budget, so a lot of features might be being pushed to Halo 6.
>
> Halo 5 without all that still had the best forge the creations forgers have come up with are pure genius and absolutely amazing Tom French and his team are really good and I thought there was something like AI in forge? Like that map where you fend off waves of mantises with friends in a tiny building with weapons and grenades?
Oh, Halo 5 absolutely has the best Forge in the series hands down. I’m sure lots of the new features we’ll see in Halo 6 will have stemmed off of the different amazing creations and ideas so many Forgers had thrown together in Halo 5. And having Tom French as a driving force behind the Forge mode in Halo 5 was a great benefit too, considering how passionate he’s been about it.
> 2535415472426404;10:
> > 2533274800168045;5:
> > Tom French, who was the lead in Forge during Halo 5’s active life cycle, has brought up that he’d have loved to have AI in Forge, along with other neat things such as Forgable Water Volumes for maps, and even the Forge World canvas. But Halo 5 has reached it’s memory budget, so a lot of features might be being pushed to Halo 6.
>
> Halo 5 without all that still had the best forge the creations forgers have come up with are pure genius and absolutely amazing Tom French and his team are really good and I thought there was something like AI in forge? Like that map where you fend off waves of mantises with friends in a tiny building with weapons and grenades?
I’m pretty sure stuff like Night of the Mantis is just really clever usage of Forge scripting.
> 2533274964189700;9:
> Thing with AI in games is that its pretty rarely drag and drop, especially for a game as complicated as halo. 3D games usually use nav meshes and nodes so the AI knows where it can go and what it can do with things. Its much easier on processing power if the AI is told what it can do, as opposed to having it constantly assess its surroundings to know what i can do.
>
> With something like forge this means they have to give the players the ability to map out this information for the AI, as well as provide scripting abilities if you want them to do more than just stand, wander, and shoot enemies.
Yes but F.E.A.R. did that really well.
If the Halo 6 forge could be similar to the tools provided in HEK, that would make my day. We would be able to make enitrely custom maps and even basic campaign levels.
In an extremely confined game, like DOOM 2016, where you have pre-set rooms that you literally snap together, AI works really well.
In a game like Halo 5, where the maps are more or less Frankenstein-esque monstrosities built from the ground up using the various parts of Forge, it works markedly less well. You’d need to path the entirety of the map to dictate where they can and can’t go.
You either do that, or you end up with your AI wandering off cliffs, clipping through the ground, and generally doing things they shouldn’t do.
You’ve also got to consider Halo 5 is a strictly Xbox One game. I don’t think it could handle AI in Forge as well as a dedicated PC version could (no, Forge is not a dedicated PC version. It’s a lazy port)
> 2535455681930574;2:
> It would take a lot of work to do that and make it good, but Tom French said it’s a possibility for Halo 6.
I have asked this question many times, because even the old CS for Xbox had bots. Only 6 generations of Halo to think about adding it, I really hope they finally do.
> 2533274871590643;17:
> > 2535455681930574;2:
> > It would take a lot of work to do that and make it good, but Tom French said it’s a possibility for Halo 6.
>
> I have asked this question many times, because even the old CS for Xbox had bots. Only 6 generations of Halo to think about adding it, I really hope they finally do.
There’s a lot more work that goes into it than just adding bots. You need spawn times, scripts, designated areas, and a whole bunch of customizeable options.