Ok, now I figured out why ai are always in different spots on one pc than another pc when u make an ai mod through rebuilding. The actor tags actually don't sync online, don't think it's a biped problem. Artificial intelligence in Halo varies from pc to pc in a MP server. On one pc, the ai may think to go to (x) 100 (y) 50 (z) 2 location point in the map while on another pc the ai may think to go to (x) 2 (y) 50 (z) 2 location point. Before you know it, the ai are in different spots on different pc's. This is a problem. You can fix it however. How? Don't allow them to move!!! But this is unrealistic, so this is a tutorial on how to make more realistic sync-ing ai for halo pc.
Gather these:
-Halo Map Tools
-The tags I offer here for download. (not haloce tags, HMT meta tags)
-and some other stuff may be required.
Batch Extract any SP map that contains grunts into a random folder.
Batch Extract Sidewinder.map in HMT into the same folder so you overwrite some of the SP tags.
Model Decrap the grunt model into the Sidewinder BSP.
Download the tags I give you, Overwright the grunt biped hmt meta tag and it's xml document with mine. Overwright the covenant gun turret vehicle hmt meta tag and it's xml document with mine.
Overwright the grunt collision model hmt meta tag and it's xml document with mine. Overwright the Sidewinder Scenario hmt meta tag and it's xml document with mine.
Rebuild sidewinder from all the tags in this folder. As additional files, add:
-grunt major needler actor varient
-levels\test\icefields\scenery\mp_tree_pine_snow_tall\
mp_tree_pine_snow_tall scenery tag
After rebuild it should now work. There will be turrets with grunts that sync.
Why it works:
Since the ai's cant decide for themselves whether to walk around or not because turrets cant move, they are constantly in the same spot, appearing to be "sync-ed." The biped that is in the actor varient MUST have checked: Destroyed after dying, or there will be glitches on the client's side. THe collision model's "regions" (you need an advanced plgin to edit this) must all have checked "Lives until object dies" and "dies when object dies." Also, the replaced scenario tag is a converted halo ce tag that has a script compiled to disable falling out of vehicles to prevent glitches on the client's side.
Glitches and bugs:
-Sometimes if you give a grunt a headshot the client will see a wiggling grunt in the turret.
-Sometime whether a grunt is dead or not is not consistent on all pc's, making the ai alive on some and dead on others.
-Clients still see duplicated bipeds which do not sync but the active grunts are the ones that sync.
This tutorial basically fixes the ai's locations being consistent on all pc's, but whether an ai is dead or not is still rusty and needs work.
http://files.filefront.com//;8348092;;/