I’ve been tinkering with the default Episode Two AI for a while now. When properly scripted and randomized, the AI can look quite a bit like F.E.A.R.s- I managed to get them to stack up on a wall, then breach a door with a shotgun. Still working on an open, frag, and clear order set. Presumably the way to get the effect to appear less scripted is having player behavior influence it- having the player detected in different spots forces the entry team into a different set of animations depending on the circumstances.
Problem is, if having the player influence behind the AI behavior, then the two groups, HECU and Aliens, wouldn’t react to each other other than standing there shooting eachother. if that even happens. In FEAR you only have 2 groups, you and the Replicas. So they only reacted to you because you were the only thing there to react to.
Theoretically you could use filter entities to make certain triggers only respawn to Xen alien entities, but I haven’t tested that particular aspect of my theory yet. As my mod stands, I’ve centered the AI tests around having it react to the player’s actions, as my mod is stealth-action based.
But you do need to animate the soldier flipping over the table…
Doesn’t the Hunter fill that role?
Imagine every combine soldier replaced by a hunter. :aah: Now that would be hard difficulty! :awesome:
Meh, I can take down about 4 or 5 hunters a day with my own hands…
And what, there is such thing as an AR3?
I once used an AR4!
(Sorry, I don’t remember the exact quotes right now…)[/SIZE]
:hmph:
Yes he meant you Fong you little annoying…*
“asian caucasian” doesn’t even make any sense
True, but that wasn’t my point. My point was that you can’t animate a physics prop. Therefore, you’d need to apply a physics force on the table in order to get it to flip over.
You’re right
Similar in behavior and capabilities, then.
But I’m not going out in the field; I’m a radio operator… :retard:
My point was that, well face it, compared to the rest of the Combine Military, Humans are pretty terrible soldiers. You’d think they’d have some Synth Supersoldier done by now.
The only thing they’ve really got going for them is their versatility, allowing them to use various machines, weapons, and vehicles.
And high availability as cannon fodder.
Well, there was that one cut enemy.
I just wonder when we’ll get to fight the Crab Synths, if ever.
Someone should fix 'em up for Garry’s Mod.