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Thread: AI errors in beta of map; anyone know a fix?

  1. #11

    Re: AI errors in beta of map; anyone know a fix?

    Quote Originally Posted by Epsilon927 View Post
    I just downloaded the engine room map to check it out. Apparently, the AI not syncing doesn't matter, because the map is rather large-ish (in my opinion), and there's so much AI, that you can't keep track of which ones appear not to sync. That doesn't mean that the map has some secret and special method to keep AI from creating duplicates that don't die.

    The fact is, AI not syncing doesn't lie in the map, but it lies in the game itself. The game doesn't transfer AI status over the internet. All AI that you see, when you're the client, are actually controlled by the local machine, aka your own computer.
    Mhm, so what your saying is that it's just an illusion? of how the ai spawn and how big the map is that there are still duplicates of the ai but I just can't see them because of the sheer number of ones that actually work? So, to at least duplicate that effect in my map, would I have to increase the number of ai? and possibly make it so that the ai come out of a one way only door so the duplicates spawn inside and cannot be seen by players?
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  2. #12

    Re: AI errors in beta of map; anyone know a fix?

    Quote Originally Posted by Epsilon927 View Post
    I just downloaded the engine room map to check it out. Apparently, the AI not syncing doesn't matter, because the map is rather large-ish (in my opinion), and there's so much AI, that you can't keep track of which ones appear not to sync. That doesn't mean that the map has some secret and special method to keep AI from creating duplicates that don't die.

    The fact is, AI not syncing doesn't lie in the map, but it lies in the game itself. The game doesn't transfer AI status over the internet. All AI that you see, when you're the client, are actually controlled by the local machine, aka your own computer.
    Okay, well do you know if there's a way to move the useless ai into a corner or something? I tried the map and I think I noticed a marine that was a useless version in a corner in the back of the map where no one usually looks. I was wondering if there's any way anyone can think of to have the useless ones spawn in a specific spot?
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  3. #13

    Re: AI errors in beta of map; anyone know a fix?

    The so called "useless" ones don't have a spawn point. They are created where the actual ai is when the client joins the game. The only useless ones that there are are the ones that the client sees moving. Those don't exist, you can stand there and get raped by it all you want but it won't do any damage. The ones that actually do damage and exists are completely invisible to the client.

    It's not as simple as just using a script, if it was that simple it would have already been figured out.
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  4. #14

    Re: AI errors in beta of map; anyone know a fix?

    one way to keep the duplicate biped out is to spawn the ai somewhere else (maybe in a box outside your map) and then teleport it to a certain location on the map via command list
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