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This idea has probably been discussed already...
Posted: Fri Feb 18, 2005 5:20 pm
by M
But one of the most asked questions I see on Halo PC-related forums is "Is an online co-op modification possible?"
IS it possible in CE? I've seen plenty of CE maps with working AI in them, and several SP->MP conversions WITHOUT AI... So why not put the two together? If anyone succeeded in creating multiplayer capable versions of Halo PC's story mode, I would DEFINETLY play CE more.
Posted: Fri Feb 18, 2005 5:38 pm
by Guest
I think i know what your getting at. You wanna make an SP converted map with all the ai in it a 2 player map or something? Thats an awesome idea and most likely will work!
Posted: Fri Feb 18, 2005 6:07 pm
by [users]axem
Heres the run down. no Co-op is possible. not all how we would like it, Because of the maps would be like 100000+ polys, plus ai +scripts would = Lag Hel.l. But you can look at it this way. Single Player maps are basicly multiplayer maps. just a lot beger with scripted stuff.(like opening a door by using nearby control panel, and a storm of flood fly right out of it).
Posted: Fri Feb 18, 2005 6:09 pm
by Bass
so pretty much you saying, we could make a map and have it be pretty small, then put AI in it and make an objective like ctf. Thats would probably be the best Co-Op you could get if im understanding this.
Posted: Fri Feb 18, 2005 6:54 pm
by [users]axem
Yup.
Posted: Fri Feb 18, 2005 7:11 pm
by M
That'd still be fun... So maybe people could take small portions of each SP map and break, let's say AotCR, down into five smaller maps so that you could still play the entire level without having Lag Hell?
Posted: Fri Feb 18, 2005 7:38 pm
by gecko753
yea... one idea is to have like a mini co-op. what i mean by that is take part of a map, or create a new one, and have just 1 objective. i had one a while ago where u would have to just capture a certain area from the covenant. in this way, you can have people join a game, and be on ur team, and fight AI. im not sure if all the scripting and triggers would work online, but the AI does
Posted: Fri Feb 18, 2005 7:40 pm
by theguy2042000
yeah make whole game in like 25 map files lol
Posted: Fri Feb 18, 2005 8:16 pm
by crimson4245
hmm, this looks like it could be possible... and so it calls for NEW TEAMS!!!
A crew(as I like to call it

) should be configured to each major single player map. Each team, has 5 smaller groups, each group working
on the 5 major sections of the map. Then, after say, 2-4 weeks, its done
the crew releases the map, with 5 smaller 'maps' in it. Thus succesfully
releasing the very 1st Co-Op SP mode PC/CE map!
MUAH HA HA HA HA H.... **chokes**coughs**gags**wheezes** -collapses on floor-
Posted: Fri Feb 18, 2005 8:25 pm
by theguy2042000
Posted: Fri Feb 18, 2005 8:27 pm
by theguy2042000
but 16 players in one level?
why dont we make like a 4 player limit
make it like the maw_1 the maw_2 the maw_3 the maw_4 the maw_5
Posted: Sat Feb 19, 2005 4:16 am
by machopenguin001
MUAH HA HA HA HA H.... **chokes**coughs**gags**wheezes** -collapses on floor-
...
That's what you said to me earlier >.< lol
Posted: Sat Feb 19, 2005 5:22 am
by Vinx
havin the AIs on 1 team is pretty impossible i think
Posted: Sat Feb 19, 2005 6:47 am
by [users]axem
nope. its very possible. go play boxe in. and heres my proof that its 100% poissible from my test map.(where i test just about everything)

and
hmm, this looks like it could be possible... and so it calls for NEW TEAMS!!!
A crew(as I like to call it ) should be configured to each major single player map. Each team, has 5 smaller groups, each group working
on the 5 major sections of the map. Then, after say, 2-4 weeks, its done
the crew releases the map, with 5 smaller 'maps' in it. Thus succesfully
releasing the very 1st Co-Op SP mode PC/CE map!
MUAH HA HA HA HA H.... **chokes**coughs**gags**wheezes** -collapses on floor-
whoever said that. co-op is vary impossible the way you think it. you cant just go and say, lets make a map with co-op in it. when i tested that, the map was small, (did have the cutscene animation triggers) and lagged to hel.l
Posted: Sat Feb 19, 2005 7:37 am
by {ST} 117
OFF TOPIC:did u know its possible to do boarding, and maybe proper dual weilding on halo pc. thee only proble is that netcode doesnt support it. so u cud do that stuff for a single player map.
ON TOPIC: This A.I stuff sounds cool, but the net code doesnt support it very well, and the AI lag to deth. But if its possible, DO IT!
I didnt think it was possible to put AI on to teams?
Posted: Sat Feb 19, 2005 9:21 am
by rec0
AI doesn'y sync over the net, so ieven if you think its fine and doesn't lag - its because it dosn't lag AT ALL because the two computer don't even communicate about the bots - this means both people see bots doing completely different things and there can be no real co-operative play.
Posted: Sat Feb 19, 2005 10:38 am
by hotmonkeylicker
Posted: Sat Feb 19, 2005 11:36 am
by BednarcikPunk
boarding would pwn
we should knife em up dead unless they make it possible
couldnt u make AI snyc just script it to do certain things so they always do the same stuff? that would suck tho...

Posted: Sat Feb 19, 2005 12:44 pm
by conquer2090
no ai isnt and never will be possible in mp to synch. this is because as soon as the host starts the game the bots move right. Then when the next guy joins he see the bots exactly where they spawned even if the host sees then on the other side of the map the people who join will see bots in different areas. Maybe if you get the ammount of people you want in the server then restart it i dont kno.. this is what i think because the server only synchs the vehicles/weapons/players to there locations on the map when some one joins and not the bots/other stuff that moves that gets put in.
just my thoughts about why it doesnt work.
Posted: Sat Feb 19, 2005 7:36 pm
by picklebro
there might be some sort of workaround..... you know the covenant shield thingies don't sync either...they rely on objects around them to sync...kind of backing into the synchronization process if you will.
For instance, you could tell the server to break a piece of glass when all the AI were killed. Then you could write scripts that if that piece of glass were broken no AI would be spawned in that location (to fake synchronization on the client ends).
Is there a reason that wouldn't work?