Editing Talk:Multiplayer

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This isn't a comment as much as it is a useful bit of information to prospective editors of the ''Halo Custom Edition'' section. I just don't know where else to put it, and it's unsourced (because what I discuss is largely common knowledge among mapmakers).
This isn't a comment as much as it is a useful bit of information to prospective editors of the ''Halo Custom Edition'' section. I just don't know where else to put it, and it's unsourced (because what I discuss is largely common knowledge among mapmakers).


AI-controlled NPCs can indeed be added to [[Modding|modded]] maps, and they already exist in maps on ''[[Halo 2]]'' and ''[[Halo 3]]''. Experienced editors may already recognize that the fact is not notable because it is true for all games ''and'' it is a minor point. It is even less notable, however, because of the fact that in [[Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC]], AI don't sync. That means that games do not use the [[Connection Host|connection host]] to keep track of the AI-controlled NPCs. So say you have an AI-controlled [[Flood Combat Form]] on a map, and four people are in multiplayer on that map. On Player 1's computer, the NPC may be beating the crap out of Player 2. On Player 2's computer, the AI may have just walked off a cliff. On Player 3's computer, Player 3 is shooting wildly at the AI -- but everyone else sees Person 3 shooting at air. On Player 4's computer, the thing just killed Player 4 -- but everyone saw Player 4 drop dead for no identifiable reason. ''AI don't sync.''
AI-controlled NPCs can indeed be added to [[Modding|modded]] maps, and they already exist in maps on ''[[Halo 2]]'' and ''[[Halo 3]]''. Experienced editors may already recognize that the fact is not notable because it is true for all games ''and'' it is a minor point. It is even less notable, however, because of the fact that in [[Halo: Combat Evolved (PC port)]], AI don't sync. That means that games do not use the [[Connection Host|connection host]] to keep track of the AI-controlled NPCs. So say you have an AI-controlled [[Flood Combat Form]] on a map, and four people are in multiplayer on that map. On Player 1's computer, the NPC may be beating the crap out of Player 2. On Player 2's computer, the AI may have just walked off a cliff. On Player 3's computer, Player 3 is shooting wildly at the AI -- but everyone else sees Person 3 shooting at air. On Player 4's computer, the thing just killed Player 4 -- but everyone saw Player 4 drop dead for no identifiable reason. ''AI don't sync.''


The problem is not present in ''[[Halo: Combat Evolved]]''. In Halo 1, AI ''did'' sync -- if AI did not sync, then [[Co-op]] would be impossible, as in the [[Campaign]], players fight nothing but AI-controlled NPCs. However, Gearbox (the company that ported Halo to the PC) did not (or could not?) code the PC version to synchronize AI across computers. This is why AI should not be used in multiplayer maps (except possibly as pieces in the background -- perhaps a battle visible from but raging outside of the level boundaries).
The problem is not present in ''[[Halo: Combat Evolved]]''. In Halo 1, AI ''did'' sync -- if AI did not sync, then [[Co-op]] would be impossible, as in the [[Campaign]], players fight nothing but AI-controlled NPCs. However, Gearbox (the company that ported Halo to the PC) did not (or could not?) code the PC version to synchronize AI across computers. This is why AI should not be used in multiplayer maps (except possibly as pieces in the background -- perhaps a battle visible from but raging outside of the level boundaries).

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