Question: Cyborg_Mp/Cyborg (Multiplayer)

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Corrupt_Halo





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Question: Cyborg_Mp/Cyborg (Multiplayer)

Post by Corrupt_Halo »

Well, I've been working on a Mod lately and have created VERY Intelligent Cyborg AI in Multiplayer by experimenting with the Flags and Values.

But, I've been trying to find this out lately: Can the Cyborg_MP's armour colour be changed (Similiar to an Elites) using the ACTV Plugin?
As far as I've been testing it, the Cyborg, and Cyborg_mp's colours won't change - The reason I've been wanting to do this, is to make each different Cyborg a Different Colour (AKA, Cyborgs with RL's would be Gold, Cyborgs with AR's would be Green, ETC).

Also, I would also like to know how to make the AI, When Idle and Not in combat, Walk around while looking around (Kind of like the Elites in Campaign do when no enemies are around)

If anybody could lend some information, it would be appreciated. :)
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kibito87




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Re: Question: Cyborg_Mp/Cyborg (Multiplayer)

Post by kibito87 »

Corrupt_Halo wrote: Also, I would also like to know how to make the AI, When Idle and Not in combat, Walk around while looking around (Kind of like the Elites in Campaign do when no enemies are around)

If anybody could lend some information, it would be appreciated. :)
I think you would be looking in the Actor varient tag for that. But i'm guessing you would need to setup Move Positions for them as well in the scenario tag.
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Corrupt_Halo





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Re: Question: Cyborg_Mp/Cyborg (Multiplayer)

Post by Corrupt_Halo »

kibito87 wrote:
Corrupt_Halo wrote: Also, I would also like to know how to make the AI, When Idle and Not in combat, Walk around while looking around (Kind of like the Elites in Campaign do when no enemies are around)

If anybody could lend some information, it would be appreciated. :)
I think you would be looking in the Actor varient tag for that. But i'm guessing you would need to setup Move Positions for them as well in the scenario tag.
Thanks.
Well, that solves one problem.

Now, to find an answer for my main question. :)
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Philly




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Post by Philly »

The colour change colour is in the actor varient tag. The change colour option is in the shader tag. What was your problem again?
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Post by Corrupt_Halo »

Philly wrote:The colour change colour is in the actor varient tag. The change colour option is in the shader tag. What was your problem again?
Well, I noticed in Campaign, you could change the Colours of Elites/Grunts using an ACTV Plugin by changing the:

_______
Colour Lower Bound - r
Colour Lower Bound - g
Colour Lower Bound - b
Colour Upper Bound - r
Colour Upper Bound - g
Colour Upper Bound - b
______________

I was mainly wondering if it was possible, to do this to a Cyborg/Cyborg_mp as well - But so far, changing these Values for the Cyborg AI's ACTV's hasn't worked.
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Andrew_b




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Re: Question: Cyborg_Mp/Cyborg (Multiplayer)

Post by Andrew_b »

kibito87 wrote:
Corrupt_Halo wrote: Also, I would also like to know how to make the AI, When Idle and Not in combat, Walk around while looking around (Kind of like the Elites in Campaign do when no enemies are around)

If anybody could lend some information, it would be appreciated. :)
I think you would be looking in the Actor varient tag for that. But i'm guessing you would need to setup Move Positions for them as well in the scenario tag.
Correct. You would need a little CE to do this, or maybe you can do it in darwin.
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bcnipod





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Re: Question: Cyborg_Mp/Cyborg (Multiplayer)

Post by bcnipod »

Andrew_b wrote:
kibito87 wrote:
Corrupt_Halo wrote: Also, I would also like to know how to make the AI, When Idle and Not in combat, Walk around while looking around (Kind of like the Elites in Campaign do when no enemies are around)

If anybody could lend some information, it would be appreciated. :)
I think you would be looking in the Actor varient tag for that. But i'm guessing you would need to setup Move Positions for them as well in the scenario tag.
Correct. You would need a little CE to do this, or maybe you can do it in darwin.
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