Halo 2: Project .:AI:.-ZONES- (In progress)

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dye4howard





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Post by dye4howard »

dont u need the yelo tainer no matter what cause you have to enable ai in mp anyways? is there a vid for this coag ai mod?
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Post by VSG19902 »

MilyardoX2 wrote:i asked him and he told me a small flag then he signed off
wut do i use to edit scripts?
You use entity. If you need to learn more do a search on the forum. :D
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Post by VSG19902 »

Btw, I got the map to load with the scnr 576 reflexive, but it appears to do nothing with default values. :D
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Agent ME




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Post by Agent ME »

Someone here posted something about the flags and one flag available was to make the AI respawn - /me runs back a few pages..
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Post by Hawaiian Modder »

I just thought of something, Is the scarab AI controled?
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Post by slayer410 »

Hawaiian Modder wrote:I just thought of something, Is the scarab AI controled?
It is mostly controlled by scripts to my knowledge.
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Post by StalkingGrunt911 »

Hawaiian Modder wrote:I just thought of something, Is the scarab AI controled?
No it is not AI controlled it is controlled by scripts. I remember one of the scripts from metropolis was like

Code: Select all

scarab_walking_front_var_0
or something similar I found that out when I put on debug mode with the trainer and when ever a script would happen it would show up on the right of your screen and I remember seeing that exact script.
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Post by DoomeDD To DeatHH »

It is totally controlled by Scripts.
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Post by StalkingGrunt911 »

DoomeDD To DeatHH wrote:It is totally controlled by Scripts.
Well I didn't notice that slayer410 replied before me but thanks for repeating what him and I said.
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Post by Hawaiian Modder »

Ok, Also I found out some bit info, first off all if anyone could tell me how a bitmask32 works then i can work on a plug in, second that bit 8 and 9 have something to do with the phantom and possibly a warthog.
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Post by Si1v3rFir3 »

WastingBody wrote:Its not all the way done yet. :wink:
I sorta got caught up in da momnet...well, got caught up in da three hours before da moment... :oops: i just rebmebmers, we gots lots of stuff to accomplish, likes BSP conversions... :shock: and new BSPS!!!!!!!! :shock:




P.S. please release the patch, or seanyboy will get hit by a bus... :cry:
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Post by Zigen »

Si1v3rFir3 wrote:
WastingBody wrote:Its not all the way done yet. :wink:
I sorta got caught up in da momnet...well, got caught up in da three hours before da moment... :oops: i just rebmebmers, we gots lots of stuff to accomplish, likes BSP conversions... :shock: and new BSPS!!!!!!!! :shock:




P.S. please release the patch, or seanyboy will get hit by a bus... :cry:
BSP conversion has been possible for awhile now....
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Post by MilyardoX2 »

he said new ones and wut patch does he want?
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Post by Si1v3rFir3 »

by bsp conversions silv3r meant bsp conversions for all maps and the patch i want is the ai one by trulife with the semi-smart ai
i mean umm... im not S3anyBoy im Silv3r :D
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Post by slayer410 »

Si1v3rFir3 wrote:by bsp conversions silv3r meant bsp conversions for all maps and the patch i want is the ai one by trulife with the semi-smart ai
i mean umm... im not S3anyBoy im Silv3r :D
http://halopatch.com/hpforum/viewtopic.php?t=1698
Also that was by Truelife and WastingBody. :wink:
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Post by Agent ME »

DiscoBob wrote:figured you guys can use this...i haven't labeled a few things in it..but if you mess around with the shorts you can label them.

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<struct name="AI Squads" offset="352" visible="true" size="116" label="Name">
    <string32 name="Name" offset="0" visible="True" />
    <bitmask32 name="Flags?" offset="32" visible="True">
      <option name="not initially created" value="0" />
      <option name="respawn enabled" value="1" />
      <option name="initially blind" value="2" />
      <option name="initially deaf" value="3" />
      <option name="initially braindead" value="4" />
      <option name="3d firirng positions" value="5" />
      <option name="manual bsp index specified" value="6" />
    </bitmask32>
    <enum16 name="Team" offset="36" visible="True">
      <option name="Defaut by unit" value="0" />
      <option name="Player" value="1" />
      <option name="Human" value="2" />
      <option name="Covenant" value="3" />
      <option name="Flood" value="4" />
      <option name="Sentinel" value="5" />
    </enum16>
    <short name="Platoons" offset="38" reflexiveoffset="344" reflexivesize="36" itemoffset="0" itemtype="string32" layer="root" visible="True" />
    <enum16 name="initial state" offset="40" visible="True" />
    <enum16 name="return state" offset="42" visible="True" />
    <short name="# of AI that spawn on Easy" offset="44" visible="True" />
    <short name="# of AI that spawn on Legendary" offset="46" visible="True" />
    <enum16 name="Vehicle Spawn" offset="48" visible="True">
      <option name="Nulled" value="-1" />
      <option name="Spawn In Passenger" value="1" />
      <option name="Spawn In Gunner" value="2" />
      <option name="Spawn In Driver" value="3" />
      <option name="Spawn Out Of Vehicle" value="4" />
      <option name="Spawn Vehicle Only" value="6" />
      <option name="Spawn In Passenger" value="7" />
    </enum16>
    <short name="Unknown" offset="50" visible="True" />
    <short name="Vehicle" offset="52" reflexiveoffset="120" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <short name="Character" offset="54" reflexiveoffset="376" reflexivesize="8" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <short name="Unknown" offset="56" visible="True" />
    <short name="Unknown" offset="58" visible="True" />
    <short name="Primary Weapon" offset="60" reflexiveoffset="152" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <short name="Secondary Weapon" offset="62" reflexiveoffset="152" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <enum16 name="Grenade Type" offset="64" visible="True">
      <option name="None" value="0" />
      <option name="Frag" value="1" />
      <option name="Plasma" value="2" />
    </enum16>
    <short name="AI Orders Index" offset="66" visible="True" />
    <short name="AI Orders Index" offset="68" visible="True" />
    <short name="AI Orders Index" offset="70" visible="True" />
    <struct name="Starting Loctations" offset="72" visible="true" size="100" label="Name">
The flags section seems to be screwed up... or is this just me?
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Post by JGrizzo »

Trulife8342 wrote:Yeah I know how to spawn it in a car, But whats really bugging me is the freaking zones, im not going to set up specific paths, im just going to make one huge zone, with AI in it so they can roam the map and kill things.


if you just make it one big zone then things would be jumbled and confusing. You could set paths where two opposing sides (two groups of 20) like you said ealier each move to the middle and have a big battle there, if resonable have a few vehicles in use as well. but do what you want. its your project. and Wasting and Xbox
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Post by theycallmechad »

Good work, guys! This is amazing progress!

Oh, to those who post
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Post by TheTyckoMan »

Agent ME wrote:
DiscoBob wrote:figured you guys can use this...i haven't labeled a few things in it..but if you mess around with the shorts you can label them.

Code: Select all

<struct name="AI Squads" offset="352" visible="true" size="116" label="Name">
    <string32 name="Name" offset="0" visible="True" />
    <bitmask32 name="Flags?" offset="32" visible="True">
      <option name="not initially created" value="0" />
      <option name="respawn enabled" value="1" />
      <option name="initially blind" value="2" />
      <option name="initially deaf" value="3" />
      <option name="initially braindead" value="4" />
      <option name="3d firirng positions" value="5" />
      <option name="manual bsp index specified" value="6" />
    </bitmask32>
    <enum16 name="Team" offset="36" visible="True">
      <option name="Defaut by unit" value="0" />
      <option name="Player" value="1" />
      <option name="Human" value="2" />
      <option name="Covenant" value="3" />
      <option name="Flood" value="4" />
      <option name="Sentinel" value="5" />
    </enum16>
    <short name="Platoons" offset="38" reflexiveoffset="344" reflexivesize="36" itemoffset="0" itemtype="string32" layer="root" visible="True" />
    <enum16 name="initial state" offset="40" visible="True" />
    <enum16 name="return state" offset="42" visible="True" />
    <short name="# of AI that spawn on Easy" offset="44" visible="True" />
    <short name="# of AI that spawn on Legendary" offset="46" visible="True" />
    <enum16 name="Vehicle Spawn" offset="48" visible="True">
      <option name="Nulled" value="-1" />
      <option name="Spawn In Passenger" value="1" />
      <option name="Spawn In Gunner" value="2" />
      <option name="Spawn In Driver" value="3" />
      <option name="Spawn Out Of Vehicle" value="4" />
      <option name="Spawn Vehicle Only" value="6" />
      <option name="Spawn In Passenger" value="7" />
    </enum16>
    <short name="Unknown" offset="50" visible="True" />
    <short name="Vehicle" offset="52" reflexiveoffset="120" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <short name="Character" offset="54" reflexiveoffset="376" reflexivesize="8" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <short name="Unknown" offset="56" visible="True" />
    <short name="Unknown" offset="58" visible="True" />
    <short name="Primary Weapon" offset="60" reflexiveoffset="152" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <short name="Secondary Weapon" offset="62" reflexiveoffset="152" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
    <enum16 name="Grenade Type" offset="64" visible="True">
      <option name="None" value="0" />
      <option name="Frag" value="1" />
      <option name="Plasma" value="2" />
    </enum16>
    <short name="AI Orders Index" offset="66" visible="True" />
    <short name="AI Orders Index" offset="68" visible="True" />
    <short name="AI Orders Index" offset="70" visible="True" />
    <struct name="Starting Loctations" offset="72" visible="true" size="100" label="Name">
The flags section seems to be screwed up... or is this just me?
What do you mean? And btw, I wrote that plugin.......
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Post by Agent ME »

Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.

In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.

And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
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