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    Grunt Minor

    Each grunt is assigned to a lance. As long as at least one elite in the lance still lives, a grunt minor will generally

    fire at the enemys position. If they dont have line of sight, they will fire at the last location where they heard enemy

    movement or enemy fire. They will shoot at a moderate-to-slow pace to keep their pistols from overheating and they

    will keep moving towards the enemy. They will ignore casualties.

    Grunts take orders from elites. If an elite barks the order, they will execute it immediately and without question.

    If the master chief is spotted and then subsequently goes for cover, the elite will order all the grunts to throw grenades

    at his position. If master chief comes very close to the lance, the elite will tell the grunts to surround him and providecovering fire (the elite will try to get behind the chief).

    If one of the elites in the lance falls, then grunt minors will fall back (away from enemy movement and enemy

    fire). Once they have reached cover, they will cower, even if they are shot. After about ten seconds or so, another elite

    in the lance will rally the fleeing grunts.

    If there are no more elites left in the lance, then the grunt minors will fall back in the same manner, but they will

    not rally. If another lance comes within ten meters, fleeing grunts without a commander will join up.

    Grunt Major

    Grunt majors act in a manner similar to minors. However, if all elites fall, they may take command. They will not

    issue orders. Instead, they will just move forward towards the foe and fire wherever they detect movement. If therearent any enemies, theyll just derp around. Grunts under the command of a grunt major will flee if they take casualties.

    Grunt Heavy

    Grunt heavies act just like grunt minors, but they shoot faster and their aim is better. They carry a portable

    plasma cannon on their shoulder. They will bring it to bear as soon as enemies are detected. Vehicles have target

    priority. Grunt heavies have four grenades each and they will throw them if the enemy goes into cover, even if an elite

    does not order them to do it.

    SpecOps Grunt

    A SpecOps grunt is easily able to act on its own initiative, with or without elites. SpecOps grunts do not act like

    normal grunts at all. They will actively seek cover as soon as they detect enemy movement or fire. They will take shots at

    the enemy position, but then go back to cover as soon as they are fired upon. They shoot as fast as veteran jackals and

    will fire charge shots if master chief comes within about 20 meters. They never flee and totally ignore all casualties.

    Grunt Ultra

    A grunt ultra will act in a manner similar to a grunt major, except it will never flee for any reason. Grunts under

    the command of a grunt ultra will only flee if the ultra falls. Grunt ultras shoot and aim as fast as grunt heavies.

    Jackal

    Jackals are not assigned to a lance, but they do form their own groups. They are forward scouts and harassment

    specialists. Also they are mercenaries and do not fall under the normal command structure of the covenant. When no

    enemy fire is detected, jackals will sprint towards the enemy position, clinging to cover if they can. If the enemy position

    is unknown, then they will simply scout out the area.

    When enemies come within about 40 meters or enemy fire is detected, all the jackals in a group will form up

    into a phalanx. They will begin to unleash a torrent of plasma fire on enemy position. They will wait to see enemy

    movement/fire to open up. If no enemies are detected for a good long 20 seconds, then the jackals will resume scouting

    Jackals will fire charge shots if master chief comes within 20 meters.

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    All the jackals will fall back if their group suffers at least half casualties. They will begin a new behavior routine of

    harassment. They will fire bursts out of cover and hide when they take fire. They will chase the enemy, but never break

    cover.

    Jackal Veteran

    Jackal Veterans behave exactly the same as normal jackals, but they shoot faster and more accurately.

    Jackal SniperJackal snipers are completely independent units not tied to any group or lance. They hide in a particular piece of

    cover assigned to them as their post. They constantly survey the area around their post for enemy movement, and they

    fire on any enemies they see. Vehicles have target priority. If any enemies come within 5 meters, the sniper will drop his

    rifle and flee. After he has gotten clear, he will assume the harassment behavior of normal jackals, though he will always

    flee if he is wounded.

    Jackal snipers never leave their post unless they are forced out or they are hit with explosives. If they have to

    leave their post, they will seek new cover and try to snipe from the new position.

    Elite Minor

    Elites are the leaders of a lance. Only one elite can be the lance leader, and it is always the highest rank elite.Elites issue orders to the lance and the entire lance follows without question. If no enemies are yet detected, the

    commanding elite will order the lance to scout out the area. The lance will spread out until one of them detects enemy

    fire or enemy movement. When this happens, the elite will order the lance to tighten up on that location.

    The grunts will fire almost indiscriminately in the direction of the enemy, serving as a necessary distraction.

    Covered by the grunts, the elites will constantly be on the move, dodging left and right and towards cover, and firing

    bursts at the enemy. They will move the whole lance forward usually. If the lance takes more than half casualties, the

    commander will order a retreat. Also, if the lance comes under fire from a heavy weapon (machine gun, rocket launcher)

    or sniper rifle, then the commander will order the lance to go to ground.

    If an elite comes within 5 meters of an enemy, it will fire fully automatic nonstop. Elite minors will charge blindly

    into close quarters as well. If an enemy vehicle approaches, the elites will order the lance to throw grenades and focus

    fire on it.

    Elite Minors will take cover if they take a lot of fire. If they are wounded, they will charge forward to close

    quarters in a berserk fury, firing fully automatic.

    Elite Major

    Elite Majors will throw grenades into close quarters. They will not go into a berserk state when they are

    wounded. Instead they will go for cover.

    SpecOps Elite

    SpecOps elites can be assigned to a SpecOps lance, or they can be independent units. A SpecOps lance will

    always stay in cover and harass/ambush the enemy. If a SpecOps elite is independent, it will purposefully refrain from

    firing on enemies as it sneaks up on them. If seen, it will return fire and try to hide again (moving back and forth and

    then circling around). If they get to close quarters, they will assassinate enemies. SpecOps elites do not go berserk when

    wounded.

    Elite Ultra

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    An elite ultras aim is extremely keen and they fire in short, quick bursts until they come within 10 meters, at

    which point they fire fully automatic. Elite ultras will leap out of cover bravely and charge ahead of the lance. They

    usually throw a grenade just before they do this. Ultras will throw grenades into close quarters and they will not berserk

    Elite General

    Grunts in a lance led by an elite general will never flee (until the general falls). Elite generals stay with their lance

    and issue orders often and quickly. They can order the lance to disperse and hide as a misdirection leading up to an

    ambush. The lance will refrain from shooting until an enemy gets as close as 20 meters, at which point the entire lancewill open fire and the general will throw a grenade and charge. The general will always issue this order when an enemy

    vehicle is spotted. Generals throw grenades into close quarters and they will sometimes perform a feint-charge, where

    they charge at the enemy and then immediately circle around and begin to fire fully automatic at them from behind.

    Other elites may go berserk and charge forward blindly if a general dies.

    Hunters

    A hunter pair will tend to form a phalanx and lay down a constant stream of fire onto the last place they heard

    enemy movement or fire. Vehicles have target priority. If an enemy comes within 10 meters, they will split up. One

    hunter will circle around to the enemys rear to shoot while the other charges forward into close quarters. If one hunter

    in the pair dies, the other one will go into a blind rage and seek out the one who slew its brother. It will never stopcharging, even when wounded and it will ignore all other enemies. If it loses sight of the enemy, it will charge at the next

    closest target.

    If the hunter pair is hit with a heavy weapon or a sniper rifle, both will separate and try to stay mobile, while

    occasionally alternating to fire on the source. If either hunter is stuck with a grenade, it will try to get distance away

    from its brother. If a frag grenade is thrown nearby, the hunters will try to shield themselves from its blast.

    Ghost (Grunt)

    A ghost driven by a grunt will fire in inaccurate bursts towards the nearest enemy. It drives blindly towards the

    enemy unless and until the driver is wounded, at which point it will flee and seek cover. It comes back out for another

    pass after a few seconds. It will not try to ram anyone though it may do so accidently, because it will always overshoot

    turns.

    Ghost (Elite)

    A ghost driven by an elite will charge at an enemy position full speed, trying to ram at least one enemy, while

    firing as fast as possible. After the charge, it will fire off a few bursts at the remaining enemies (if there are any). If it

    takes a lot of fire (25% damage), then it will retreat and then come back at another angle for the next pass. Otherwise, it

    will acquire a new target and charge again. If a vehicle is spotted, it will try to circle it and fire in accurate bursts (it will

    still retreat if it takes too much damage).

    Banshee

    Banshees automatically detect enemies. They go for the nearest one (vehicles first) and make constant passes. If

    they take too much damage, they will fly very evasively for a few seconds and then fly off (coming back for another

    pass).

    Wraith

    Wraiths are assigned to a post like a sniper. They have a detection radius that automatically detects movement

    (without line of sight). They resolve the easiest target by calculating the path of their shot and then fire. They do this

    continuously until they come under fire. They will actively seek to destroy an enemy that is firing on them, but if the

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    enemy comes within about 20 meters, they will retreat to a safer distance. A wraith will completely avoid firing onto any

    place where there is a friendly unit. It is more likely to not fire at all than to fire onto all ies.

    Brutes

    Brutes command a lance like elites. Except if the brute commander falls, the grunts in the lance will go suicide

    instead of fleeing. A brute can order the grunts to go suicide under certain conditions.