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

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smacktalker




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Post by smacktalker »

hehe sorry about that.. its a few pages back . and i used it for my ai - mod to enable the spawns in multiplayer... its the part where it sais "respawn enabled" at first i used this plugin and thought it would enable the spawn in multiplayer, but didnt do anything.

so i looked at the bit it was and respawn enabled is bit 1... and bit 12 in that same row is used for enabling the spawn in mp.

(thank Wastingbody for the value, since he firstly found it and he was the first to have ai spawned with the ai squads)


http://www.behemothnet.net/stoner/AI-conduit.mpg
:P

i would have no idea tho what bitmask bit 12 should be in.. but i think it's correct when i say the flags
this bit : bitmask32 name="Flags" offset="32" visible="True">
under there are the bit names
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MilyardoX2




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Post by MilyardoX2 »

Not the Top Of the page but close enough.......................... MOVED
My tiny work and Shadow LAG's tiny idea formed this simple rar file.
To save you the time to put all those reflexives in the maps.
Also thank you Trulife for all you help with AI and all other things.

Every map has the: weapon palette, vehicle palette, ai squads, ai squad types, and characters.
Also every map has the marine char exept dune and gemini.(add in yourself)

Here is the file for all you lovely people
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TheTyckoMan




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Post by TheTyckoMan »

Here I decided to make this so that I wouldn't have to load all the other items in the scnr.......now I'm sharing it with other people.....bow to my 1337 plugin editing skills....;p

For the people who don't know what a plugin looks like.....this is a working (as it is shown) plugin, just save it as scnr.ent and put it in plugins\halo2\ent folder, make sure you back up your old one. This is just so that you don't have to load all the other items in the normal (full) version

Code: Select all

<plugin class="scnr" author="Iron_Forge" version="0.8" headersize="992">
  <revision author="TunesRus90" version="0.8">A couple of Placement reflexives updated...</revision>
  <revision author="Shade45" version="0.77">Added Script and Globals info...</revision>
  <revision author="TheTyckoMan" version="0.75">Some AI and Script reflexives updated..</revision>
  <revision author="Soldier of Light" version="0.7">Death Zones and a few more knowns added...</revision>
  <revision author="Soldier of Light" version="0.65">Lots of spawn locations found (player, objective)...</revision>
  <revision author="Soldier of Light" version="0.6">Netgame and Starting equipment values found...</revision>
  <revision author="Toabn" version="0.55">Combined Cavemaneca and my additions...</revision>
  <revision author="Cavemaneca" version="0.5">Added some guessed values...</revision>
  <revision author="Iron_Forge" version="0.3">Added some known values...</revision>
  <revision author="Iron_Forge" version="0.1">Added basic layout of plugin...</revision>
  <unused offset="0" size="344" />
  <struct name="AI Squad Types" offset="344" visible="true" size="36" label="">
    <string32 name="Squad Type" offset="0" visible="True" />
    <undefined name="Unknown" offset="32" visible="False" />
  </struct>
  <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" />
      <option name="MP respawn enabled" value="12" />
    </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" />
      <option name="Heretic" value="6" />
      <option name="New Covenant" value="7" />
    </enum16>
    <short name="Platoons" offset="38" reflexiveoffset="344" reflexivesize="36" itemoffset="0" itemtype="string32" layer="root" visible="True" />
    <short name="Unknown" offset="40" visible="True" />
    <short name="Unknown" 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" />
    <enum16 name="initial state" offset="56" visible="True">
      <option name="None" value="0" />
      <option name="Sleeping" value="1" />
      <option name="Alert" value="2" />
      <option name="Moving-Repeat Same Position" value="3" />
      <option name="Moving-Loop" value="4" />
      <option name="Moving-Loop Back And Forth" value="5" />
      <option name="Moving-Loop Randomly" value="6" />
      <option name="Moving-Randomly" value="7" />
      <option name="Guarding" value="8" />
      <option name="Guarding At Guard Position" value="9" />
      <option name="Searching" value="10" />
      <option name="Fleeing" value="11" />
    </enum16>
    <enum16 name="return state" offset="58" visible="True">
      <option name="None" value="0" />
      <option name="Sleeping" value="1" />
      <option name="Alert" value="2" />
      <option name="Moving-Repeat Same Position" value="3" />
      <option name="Moving-Loop" value="4" />
      <option name="Moving-Loop Back And Forth" value="5" />
      <option name="Moving-Loop Randomly" value="6" />
      <option name="Moving-Randomly" value="7" />
      <option name="Guarding" value="8" />
      <option name="Guarding At Guard Position" value="9" />
      <option name="Searching" value="10" />
      <option name="Fleeing" value="11" />
    </enum16>
    <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" reflexiveoffset="576" reflexivesize="124" itemoffset="0" itemtype="string32" layer="root" visible="True" />
    <stringid name="Vehicle Permutation" offset="68" visible="True" />
    <struct name="Starting Loctations" offset="72" visible="true" size="100" label="Name">
      <stringid name="Name" offset="0" visible="True" />
      <float name="X" offset="4" visible="True" />
      <float name="Y" offset="8" visible="True" />
      <float name="Z" offset="12" visible="True" />
      <short name="Unknown" offset="16" visible="True" />
      <short name="Unknown" offset="18" visible="True" />
      <float name="Facing Direction" offset="20" visible="True" />
      <short name="Unknown" offset="24" visible="True" />
      <short name="Unknown" offset="26" visible="True" />
      <short name="Unknown" offset="28" visible="True" />
      <short name="Unknown" offset="30" visible="True" />
      <short name="Character" offset="32" reflexiveoffset="376" reflexivesize="8" itemoffset="4" itemtype="ident" layer="root" visible="True" />
      <short name="Primary Weapon" offset="34" reflexiveoffset="152" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
      <short name="Secondary Weapon" offset="36" reflexiveoffset="152" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
      <short name="Unknown" offset="38" visible="True" />
      <short name="Vehicle" offset="40" reflexiveoffset="120" reflexivesize="40" itemoffset="4" itemtype="ident" layer="root" visible="True" />
      <enum16 name="Vehicle Spawn" offset="42" visible="True">
        <option name="Nulled" value="-1" />
        <option name="Back Gunner?" value="0" />
        <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>
      <unused offset="44" size="4" />
      <stringid name="Spawned Permutation" offset="48" visible="True" />
      <stringid name="Spawned Properties" offset="52" visible="True" />
      <unused offset="56" size="4" />
      <short name="Unknown" offset="60" visible="True" />
      <short name="Unknown" offset="62" visible="True" />
      <string32 name="Unknown" offset="64" visible="True" />
      <short name="(440)index" offset="96" reflexiveoffset="440" reflexivesize="40" itemoffset="0" itemtype="string32" layer="root" visible="True" />
      <short name="unknown" offset="98" visible="False" />
    </struct>
    <string32 name="Unknown" offset="80" visible="True" />
    <short name="(440)index" offset="112" reflexiveoffset="440" reflexivesize="40" itemoffset="0" itemtype="string32" layer="root" visible="True" />
    <short name="Unknown" offset="114" visible="True" />
  </struct>
  <struct name="Unknown" offset="360" visible="false" size="56" label="">
    <string32 name="Unknown" offset="0" visible="False" />
    <undefined name="Unknown" offset="32" visible="False" />
    <undefined name="Unknown" offset="36" visible="False" />
    <struct name="Unknown" offset="40" visible="false" size="32" label="">
      <undefined name="Unknown" offset="0" visible="False" />
      <undefined name="Unknown" offset="4" visible="False" />
      <float name="Unknown" offset="8" visible="False" />
      <undefined name="Unknown" offset="12" visible="False" />
      <undefined name="Unknown" offset="16" visible="False" />
      <undefined name="Unknown" offset="20" visible="False" />
      <undefined name="Unknown" offset="24" visible="False" />
      <undefined name="Unknown" offset="28" visible="False" />
    </struct>
    <struct name="Unknown" offset="48" visible="false" size="136" label="">
      <string32 name="Unknown" offset="0" visible="False" />
      <undefined name="Unknown" offset="32" visible="False" />
      <undefined name="Unknown" offset="36" visible="False" />
      <undefined name="Unknown" offset="40" visible="False" />
      <float name="Unknown" offset="44" visible="False" />
      <undefined name="Unknown" offset="48" visible="False" />
      <float name="Unknown" offset="52" visible="False" />
      <undefined name="Unknown" offset="56" visible="False" />
      <undefined name="Unknown" offset="60" visible="False" />
      <undefined name="Unknown" offset="64" visible="False" />
      <undefined name="Unknown" offset="68" visible="False" />
      <undefined name="Unknown" offset="72" visible="False" />
      <undefined name="Unknown" offset="76" visible="False" />
      <unused offset="80" size="48" />
      <struct name="Unknown" offset="128" visible="false" size="4" label="">
        <undefined name="Unknown" offset="0" visible="False" />
      </struct>
    </struct>
  </struct>
  <unused offset="368" size="624" />
</plugin>
Last edited by TheTyckoMan on Fri Sep 01, 2006 3:17 pm, edited 2 times in total.
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Shadow LAG
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Post by Shadow LAG »

dude, that was real dumb putting it here. People were asking for this to be stickied and now thats ruined you moved it to a simple post and now it will be posted over in 2 hours.
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Tural




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Post by Tural »

Shadow LAG wrote:dude, that was real dumb putting it here. People were asking for this to be stickied and now thats ruined you moved it to a simple post and now it will be posted over in 2 hours.
Linked in main post. Also, that thread would not have gotten stickied. It belongs in here anyways.
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Shadow LAG
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Post by Shadow LAG »

Well I was kinda mad because my friend here turned a whole thread into a little post that would get overtalked in 3 minutes. Thank you for putting it in your main post.

BTW: the link is under patch for coag, I just thought I would let you know.
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MilyardoX2




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Post by MilyardoX2 »

thanks for moving it tural
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Shadow LAG
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Post by Shadow LAG »

TheTyckoMan wrote:Here I decided to make this so that I wouldn't have to load all the other items in the scnr.......now I'm sharing it with other people.....bow to my 1337 plugin editing skills....;p

Code: Select all

Pluginz codez lawlz
whats this do again? Items in scnr doesn't explain enough for me, I must be stupid or something.

Please don't quote such large amounts of texts.
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MilyardoX2




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Post by MilyardoX2 »

The Tycko Dude does not do stupid..... He does amazing!
lol but it makes it easy to stay consintrated when u have A.D.D. but i like my little one it isn't any better just renamed things
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Agent ME




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Post by Agent ME »

Shalted wrote:Well, as for scripts, the main reason they aren't working, is because I havn't implemented support for AI variables. And casting them as a long probably isn't going to work :?.

You probably won't see a new release of the compiler in a while, as I'm working on other things, and, well, just kind of don't feel like working on it.
No chance you could release the source code? Or at least privately to someone willing to work on it? Because a fully working script compiler could advance Halo2 modding a good chunk farther and I'm sure there's many people here that have the expertise and are willing. (I'm not volunteering myself - I'm just starting learning C#/XNA)
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Post by TheTyckoMan »

Shadow LAG wrote: whats this do again? Items in scnr doesn't explain enough for me, I must be stupid or something.
I deleted my other plugin post....if you happened to look....The reason I posted that was because it is a "complete" plugin eg it will work if you just put that text into a file and name it scnr.ent.
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Post by slayer410 »

Agent ME wrote: No chance you could release the source code? Or at least privately to someone willing to work on it? Because a fully working script compiler could advance Halo2 modding a good chunk farther and I'm sure there's many people here that have the expertise and are willing. (I'm not volunteering myself - I'm just starting learning C#/XNA)
Wow... just do what I was going to do. Open functions.hsfx in hex and add them... :roll:
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Post by Agent ME »

It's not functions that are missing, its the ability to reference the AI squads by name (or any way). I don't think you can add that ability in the functions.hsfx file.
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Post by Shalted »

No, I won't be releasing any source code, mostly because only a certain few would be able to read/improve upon it. And also some of the comments are wrong or misplaced, ( I updated the code, and forgot to update them :oops: ) Honestly, it probably wouldn't take too long to add... Assuming that Tycko's plugin addition is right, even then, I'm busy doing what I'm doing....
Awaiting connection...
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Post by xbox7887 »

dats no fare y u get 2 hav it all 2 urself n not share wit teh rest of us!@1!2!!
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Post by Tural »

i no rite
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snakejknight




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Post by snakejknight »

you guys prbably know this but though i'd post anyway

teams:

Yellow = Human
Green = Covenant
Purple = Flood
Orange = Sentinel
Brown = Heretic
Pink = New Covenant

as far as i can tell red and blue do not work, if u guys figured out how to make them work please tell me
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Post by Catalyst_BSX »

smacktalker wrote:
http://www.behemothnet.net/stoner/AI-conduit.mpg
:P

i would have no idea tho what bitmask bit 12 should be in.. but i think it's correct when i say the flags
this bit : bitmask32 name="Flags" offset="32" visible="True">
under there are the bit names
Please tell me you're close to releasing that map, Smacktalker. I would lover to play that. >>; AI that moves correctly ftw!~
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Post by latinomodder »

he already released it check some pages back
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MilyardoX2




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Post by MilyardoX2 »

please some one get respawn working!!! I'll love you long time.
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