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I Have an AI question PLZ Help!!!

Posted: Sun Jul 11, 2004 4:33 pm
by hell99
Okay so i can get AI in my map but i only know how to make them look like mastercheifs how do i get them to look like elites and stuff. and how do i get them to not start in a vehicle. i read a tutoriol and stuff. i know how to map rebuild and put the mind of the ai i want but in the tutoriol it tells you to copy tha MC's meta and paste it on the elites meta and that makes it look like an elite. so plz help.

Posted: Sun Jul 11, 2004 6:24 pm
by VoiDeD
You have to recursivly extract the elite biped from a map.

And bots has to spawn in a vehicle.

Posted: Sun Jul 11, 2004 7:27 pm
by Hex117
Well, there are ways to have AI spawn outside of vehicles, Frozenflames and I have been workin on it, though some pretty strange things happen. But it is possible...

Posted: Mon Jul 12, 2004 6:43 am
by maegus15
Ok, screw the tut, its bs. What you do is:

NOTE: You MUST have HMT v3.5

NOTE: You MUST have HHT v1.3 or higher(enless you want to Hex it)

(I am useing bloodgulch as a example, and the bot will be a elite major)
1: Make a folder in C: named: Project

2: Make a new folder inside the Project Folder named: BG Extract

3: Make a new folder inside the Project Folder named: BG BSP Extract

4: Make a new folder inside the Project Folder named: Elite

5: Make a new folder inside the Project Folder named:Model List

6: Make a new folder inside the Project Folder named: Build Folder

7: Open up bloodgulch.map in HMT v3.5

8: Batch extract the metadata

9: When is asks: "Etract BSP?" click YES

10: Once Batch Extract is done, click Tools -> Etract -> BSP\Model Sections

11: Select the folder: C:Project\BG BSP Extract

12: Once Extracting is done, close bloodgulch and open up b40.map
13: Go to Actor Varient

14: Recusively save elite_major_plasma_rifle into: C:\Project\Elite

15: Next go to Tools-> Generate Raw Model Offset List

16: Save it in the Folder C:\Project\Model List

17: Now go to Tools-> Extract -> Raw Model, it will open a secondary tool for HMT

18: Select Open CSV File

19: Open the CSV File that you saved in: C:\Project\Model List

20: Find: Charictars\Elite\Elite

21: Click Extract and select the folder: C:\Project\Elite\charictars\Elite

Ok almost done

22: Close the Raw Model Extractor

23: Now in HMT go to Tools ->Model-Decrapper\BSP Builder

24: Right Clich the top box and click add.

25: Goto the Folder: C:\Project\Elite\charictars\elite and select the File: elite.mod2.meta

26: Now just below the top box is 3 little boxes, on the first little box, select brouse(the button just to the left of the box)

27: Go to: C:\Project\BG BSP Extract and select the only file showing up

28: Do the same with the other 2 little boxes

29: Once all your little boxes are filled up with the file directorys click the button on the bottom of the windows that says: Decrap the models and build a new BSP Chunk while we're at it.

30: Now go to the Folder: C:\Project\BG BSP Extract and right click the file bloodgulch.sbsp.meta and click copy

31: Brouse to C:\Project\BG Extract\leves\test\bloodgulch and paste it in that folder, when it asks you if you want to overwrite files click: Yes to all

32: Now Brouse to C:\Project\Elite and copy all the folders in it

33: Paste them in C:\Project\Build Folder

34: Now Go to C:\Project\BG Extract and copy all the files in it

35: Paste them in C:\Project\Build Folder and click Yes to all when it asked you to overwrite files

36: Cut bloodgulch.map (Make sure you have a backup) and paste it in C:\Project\Build Folder

37: Open up HMT Map Rebuilder and click Open map

38 : Go to C:\Project\Build Folder and select bloodgulch.map

39: Select yes to the auto fill bla bla bla........

40: Add ALL the Meta from the charictars\elite folder and subfolders

41: Click BUILD

42: IT will start the build When it asked you if any new verticys have been added, click yes.

43: Select the folder: C:\Project\BG BSP Extract and slelect the file: bloodgulch.verticys.new

44: Next it will ask if any new indacates have been added. Click YES

45: Goto C:\Project\BG BSP Extract and select bloodgulch.indacates.new

46: New It will ask if you want to use the modified offset, Click YES

wait intill its done

YAY PERFECT MODELS AND AI!!!

Next step:

47: Cut bloodgulch.map.rebuild( From C:\Project\Build Folder) and paste it in your MAPS folder

48: Rename it so its only bloodgulch.map

49: Open up bloodgulch.map in HHT

50: Select vehicles and goto the ghost, go to the second actr tag you see and dependency swap it for charictars\elite\elite_major_plasma_rifle

51: Now close HHT and open up bloodgulch.map in HMT

52: Go to phisics, then goto ghost, Make the Center of weigt X (Or anything for that matter, it all makes it flip) and turn it to 5

DONE! AI'S WILL APEARE IN YOUR MAP! With Elite Bipeds!

Posted: Mon Jul 12, 2004 7:01 am
by hell99
Thanks alot for your help

Posted: Mon Jul 12, 2004 10:30 am
by VoiDeD
ICEFIRE wrote: DONE! AI'S WILL APEARE IN YOUR MAP! With Elite Bipeds!
*Correction* Elites bipeds will appear in the map, with AI! :]

Posted: Mon Jul 12, 2004 6:18 pm
by frozenflames
its a good tut and all, but there are things in the tut/tut submission section that say exactly that

Posted: Mon Jul 12, 2004 6:59 pm
by Scarecrow
Wow that looks oddly familiar... Wait thats the Tut he posted in my topic!