Page 1 of 1

Flood Juggernaut

Posted: Tue Jul 03, 2007 2:57 pm
by Mr.Cancer
Well,a while ago i heard about the scrapped flood juggernaut.I managed to spawn it in campaign on the map it was supposed to be in(07b_forerunnership.map),it spawn ok but just one problem,how can i make them attack you?Because they just sit there doing nothing and thats pretty lame if you ask me.So anyone has any ideas on how to do this? :?

Posted: Tue Jul 03, 2007 3:42 pm
by Agent ME
Easiest way - let's say you want to replace all brutes on the map with fully-functional flood juggernauts the way Bungie made them. Open the map in Entity or Insolence, go into the SCNR file, go to character palette, and find the entry for one of the brute characters. Just edit the dependency to the flood_juggernaut.char file, save+etc to xbox, play, and now there are Flood Juggernauts on the level that will attack you.

Though there are 2 glitches with them - their attack misses you most of the time so it does no damage (but when they do hit you, you'll know it), and there is no death animation, so they'll just stand still and lose collision when they're dead.

Something really cool about them - sometimes they'll run and jump towards you - if you're touching the ground near where they land, you get stunned for a moment.

Posted: Tue Jul 03, 2007 4:40 pm
by Dissolution241
Yeah, I'm trying to make them explode upon death, fixing the death animation problem, but I've had no luck so far.

Posted: Tue Jul 03, 2007 5:28 pm
by Reclaimer1217
hmm, I found it easier to open a map in dothalo, swapping the elite flood dependancies with that of the juggernaut, and kept the elite flood ai, gave me working juggernaut flood in no time. btw, I think it is cool when they sometimes go after you, miss, go over an edge, and pull themsleves back up :)

Posted: Tue Jul 03, 2007 6:59 pm
by Agent ME
Reclaimer1217 wrote:hmm, I found it easier to open a map in dothalo, swapping the elite flood dependancies with that of the juggernaut, and kept the elite flood ai, gave me working juggernaut flood in no time. btw, I think it is cool when they sometimes go after you, miss, go over an edge, and pull themsleves back up :)
If you use my way, the flood juggernaut has the correct amount of health. But if you spawn a juggernaut through the elite flood CHAR file, then it'll have as much health as an elite flood.

Posted: Tue Jul 03, 2007 7:47 pm
by T Beezie
Once you have your Flood Juggernaut in your map and working properly, if you want to make it explode upon death (much better than a lifeless biped just standing there) here's how:

Using Entity:

1. Build some sort of fusion core into your map (If your map doesn't originally have any).

2. Open the fusion core's [hlmt] tag.

3. Right click on the dependancies window and select the chunk cloner.

4. Select the "Health/Shields" reflexive and press "copy to clipboard".

5. Open the Flood Juggernaut's [hlmt] tag.

6. Once again, open the "chunk cloner" and select the "Health/Shields" reflexive.

7. Press "Overwrite selected reflex/chunk"

8. Open the Flood Juggernaut's [hlmt] in Entity's "Meta Editor" and adjust the "Health/Shields" reflexive to your liking.

Now when you kill the Flood Juggernaut, he will explode using the explosion effect of the fusion core that you built into your map. You can now edit the fusion cores explosion [effe] to give your Flood Juggernaut a cool explosive death. ;)

I hope that helps

Posted: Tue Jul 03, 2007 10:06 pm
by Dissolution241
I've tried that already using a fusion core from headlong, a fusion coil from lockout and a flood biped. Nothing has worked so far for me. I'm copying the Health/Shields reflexive and adding to it. I also tried using the reflexive inside that (hard_metal_hum or something) and adding it to the Health/Shields refelxive. I'm gonna try again tonight doing some other stuff.

Posted: Tue Jul 03, 2007 10:20 pm
by Fleabag77
You don't add to it, you overwrite it.

Posted: Wed Jul 04, 2007 8:25 am
by Mr.Cancer
Wow thanks for all the help guys,just one question,if i were to replace it with the brutes thru the scnr tag,what dependencies would i have to swap :?:

Posted: Wed Jul 04, 2007 10:06 am
by Dissolution241
Fleabag77 wrote:You don't add to it, you overwrite it.
Thank you, I can't believe I wasn't doing that....Seriously.
So thank you very much to Fleabag and TBeezie.
Damn....

Posted: Wed Jul 04, 2007 12:56 pm
by Fleabag77
No problem. It's a simple mistake.

Posted: Sat Jul 14, 2007 8:17 am
by 7Masterchief7
If my xbox didnt break id post a ppf/sppf/serenity of it for nubcakes

Posted: Sat Jul 14, 2007 11:02 am
by Rockymods
There already has been one posted with the juggernaut AI

Re: Flood Juggernaut

Posted: Sat Jul 14, 2007 12:48 pm
by Dojorkan
Mr.Cancer wrote:Well,a while ago i heard about the scrapped flood juggernaut.I managed to spawn it in campaign on the map it was supposed to be in(07b_forerunnership.map),it spawn ok but just one problem,how can i make them attack you?Because they just sit there doing nothing and thats pretty lame if you ask me.So anyone has any ideas on how to do this? :?
Characters, wont have AI if you just spawn them out of a weapon. They have to be spawned the same way every other AI is spawned.

Posted: Wed Jul 18, 2007 6:38 am
by 7Masterchief7
Rockymods wrote:There already has been one posted with the juggernaut AI
That is easily done just swao scnr meta

someone needs to do tbreezie's idea then make a ppf/sppf/serenity file

Posted: Wed Jul 18, 2007 2:29 pm
by Dissolution241
I'm making a mod with some Juggie's in it. Hopefully I'll release it somewhat soon.

Posted: Thu Jul 19, 2007 11:16 am
by MrMurder
I would love this badboy in a multiplayer map unfortunatly i have no experience with halo 2 A.I
If someone out there can help me out with this over msn or aim i would be eternally gratefull but your going to need paitence lol.

check my profile if you want to get im touch and think you can help ole Murder out on this one.