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[Easy]Non-Rebuild AI

Posted: Tue May 01, 2007 8:56 pm
by Andrew_b
I found a way to make kick butt ai that shoot 99.9% accurate.

heres the tutorial:

1. open up HMT3.5
2. click the bipd tag and choose cyborg/cyborg
3. change the top tags from bipd unit obj to actr yyyy yyyy (y = strange y symbol at the top of the list)
4. click save and close HMT3.5
5. Open HHTv5 and open the previous map you were working on.
6. click the actr tag and choose cyborg/cyborg and switch to the tag editor
7. change the max vision to 5, and hearing to 100 (this is a really hard setting. the higher the vision, and less hearing, the more it sucks)
8. click the actv tag and choose ghost pilot
9. change the actr from nulled out to cyborg/cyborg
10. change the bipd from nulled out to cyborg_mp/cyborg_mp
11. change the weap tag to any weapon you want
12. go down to any vehicle and swap the actv tag from nulled out to ghost pilot

Now your done.

How to make the vehicles spawn, change the vehicle with the ai to a weapon and swap it with a stupid weapon. Now you will have respawning ai.

In spark edit switch the vehicle from right side up to upside down. and make the yellow box touch the ground and somewhat be in the ground...let the model still be visible though.

Now to make the vehicle invisible, go to HMT and swap the vehicles bitmap (we will use the ghosts) to the a10/cyroglass

now the ai will look like they showed up in the map. but there is still a vehicle collision model in the map so lets get rid of that.

in hht open the map and go down to the vehicle tag and choose your vehicle. null out the collision model, and go to the tag editor and choose the seats. change the seat name to any random name...i always use the name ai 1. this will block the seats from letting anyone ride in them.

Ok this should work. now if you exception it is most likely from the bitmap swap. so just change the bitmap to something else. Hope this helps...if you need anyhelp or dont understand something just ask.

Halo 2 Vista comes out May 8th so keep modding to keep the time passing. Happy modding.

(This tut works for all computers as long as you have the tools)

I know the beginning of this tut was somewhere but this is an in-depth tut on how to non rebuild ai. please dont put posts like "this tut has already been written" because parts of this tut have been written but this is really in depth sort of.

Posted: Wed May 02, 2007 3:09 am
by halohax

Posted: Wed May 02, 2007 8:49 am
by R.O.U.S.
i like his better. more user friendly and to the point. good job.

Posted: Wed May 02, 2007 3:16 pm
by Andrew_b
thank you...and since i have vista i cannot come out with anygood mods so you wont see any new mods from me. covy gulch was my last, and vista wont allow me to rebuild. I may make an Ai mod though but ill probably get flamed for having a stupid mod or something...

thanks for reading the tut

Posted: Mon Jun 04, 2007 8:44 pm
by Undone
Short and to the point much easier for me to understand :D

Posted: Wed Jun 06, 2007 1:13 pm
by joemammy47
who says vista users cant rebuild maps. I rebuilt maps on my vista ultimate before.

Posted: Wed Jun 06, 2007 2:39 pm
by Andrew_b
i said that...i know how to rebuild now, although i have moved on to CE.

Posted: Wed Jun 06, 2007 5:59 pm
by Patrickh
that's adolifs tutorial combined with exactly what i did in my prisoner mod.
oh well

1 more tuorial = 1 less n00b question

Posted: Wed Jun 06, 2007 8:53 pm
by Andrew_b
Patrickh wrote:oh well
oh well? i wrote this before your prisoner mod...

Posted: Fri Jun 08, 2007 10:26 am
by Patrickh
wow, thats right

then why, when it came out, were you asking questions like
Andrew_b wrote:and how did you make the ghosts model invisible???
and
Andrew_b wrote:how did you spawn your ai
:?

Posted: Sat Jun 09, 2007 1:12 pm
by Andrew_b
wondering....because i noticed your ghost had the invisible effect...when ever i swap the a10 cryo glass it just dissappears
(invisible effect - im talking about the one when you walk over the invisibility power up and become somewhat invisible.)

And i was wondering, because it looked like you did it with CE, the hunters were running, i only saw like 3 ghosts, and there were tons of hunters...

And, just FYI i did post this before you posted your mod, or even sent me the beta

Posted: Thu May 10, 2007 7:08 pm Post subject: {MOD} Hellish prisoner
Subject description: (models)(skins)(hex)(sparkedit)(effects)(shaders)(respawning ai hunters)

Posted: Tue May 01, 2007 9:56 pm Post subject: Non-Rebuild AI
Subject description: this tut really helps anyone who has vista and still wants to mod

And as for the quotes, its not bad to wonder and want to learn all you can.

Posted: Sat Jun 09, 2007 6:40 pm
by R.O.U.S.
i don't want to get caught up in yet another PC flame fest, but he(andrew) is right and i remember that post. Really whats the point of who posted first anyways, who cares, in like 2 days they'll be another n00b who doesn't read any of the old posts and will just ask the same question. Don't be so full of yourselves, you should be happy to share the info in what ever order it happens to be, after all that is how you guys learned.
Andrew, patrickh, you are both competent modders so please act like one and stop this bickering or move to PM.

Posted: Sat Jun 09, 2007 6:52 pm
by Andrew_b
R.O.U.S. wrote:in yet another PC flame fest
he may be flaming but i only post facts, i may sound harsh when i post them :? , and im sure there are alot of stupid questions im still going to ask...

hey for anyone reading this topic...

Im trying my hardest to make a CE mod, and convert it to PC

and there is a piano in the background :P (in real life)

Posted: Sat Jun 09, 2007 7:50 pm
by R.O.U.S.
Andrew_b wrote:
and there is a piano in the background :P (in real life)
WTF?! LOL!

Posted: Sat Jun 09, 2007 7:52 pm
by Andrew_b
lol there really was when i posted :P

Posted: Sat Jun 09, 2007 10:00 pm
by Patrickh
whoa... srry to anyone i offended... o.0

Posted: Sun Jun 24, 2007 2:29 pm
by reanimation-06
im really amazed by this but is there a way of making the ai actually show some intelligence...?
in the banshees the ai move and hunt me like i owe them money, but the AI in other vehicles (tanks, ghosts, warthogs) just stare at me and occasionally fire at me.. anything to make the AI drive the tanks, ghosts and warthogs like banshees?
i understand most ppl like fighting actual ai on ground, but im rather content with facing them on vehicles... but they just stay still (except banshee)... even if they do fall out of vehicles, they are very stationary... how can this be fixed?

and is it possible to use the actv tag from cyborg with an elite biped?

Posted: Sun Jun 24, 2007 7:28 pm
by Andrew_b
ok well if you want really good AI look into Custom Edition.

Posted: Sun Jun 24, 2007 7:33 pm
by R.O.U.S.
Andrew_b wrote:ok well if you want really good AI look into Custom Edition.
oh boy, there he goes again... :P

well if you dont want to go to ce land you can find some interesting things if you mess with the ID32 tags in eschaton as well as the actv tag.

Posted: Sun Jun 24, 2007 7:50 pm
by Andrew_b
R.O.U.S. wrote:
Andrew_b wrote:ok well if you want really good AI look into Custom Edition.
oh boy, there he goes again... :P

well if you dont want to go to ce land
hey im just giving him the truth...and i am on the border of CE land and PC land :}

and to let you know im in pc land...look at the top tutorial post (look who posted it) :P yeah see i still post tutorials in the pc sectiton (although it had nothing to do with modding)