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)
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
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 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
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.
Long live Detox
Long live leo
Long live the trust.
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.
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.
Long live Detox
Long live leo
Long live the trust.
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
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
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)
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.
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...
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.
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 ) 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....
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!~