2 questions about AI

Post here about scripting and programming for HaloPC (audio, network, ai, etc.)
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Seki Ryuu




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2 questions about AI

Post by Seki Ryuu »

ok:

1) with the gold elites, how do u get them to be able to use the energy sword...i imported the weapon, weapon model and stuff, but as soon as the elites pull it out, it disappears.....

2) can u get them to spawn without using a vehicle
Robbybertu





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WELL

Post by Robbybertu »

if you remember ds tutorial on duplication..(i mean real duplication without sparkedit)you could add a new vehicle and swap it with that.because in se duplication they dont really have a meta value..thats why you can use ppfs on duplication mods.
SCHOOLS OUT BITCHES!
:)
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Post by Seki Ryuu »

on the energy sword, some1 said something about switching the plasma pistol model with it....(game crashed)....

im lost
Seki Ryuu




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Post by Seki Ryuu »

i forgot about a couple things

....how do u change what it says when u get killed, like instead of "seki ryuu was killed by the guardians", put like "seki ryuu was killed by a parked car" (i know...terrible one, but its all i can think of at the moment)

.....and is it possible to get it to give u a score for killing AI
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Post by seagoat »

i would like to know how to spawn ai out of a vehicle too because when i give the elites a plasma sword and they get out of the ghost it goes away. i think this is because the game sees that the sword has no ammo and when the elite gets in the ghost it says hey a weapon and swaps it out. and so when you get out of the ghost you have no weapon. how can we change like chunk counts or whatever and add a clip the the sword? or, how can we just spawn the elites without putting them in a vehicle?
Seki Ryuu




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Post by Seki Ryuu »

howd he get 104?! i can only do 16 or so before the rest just dissappear!
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les trois

Post by Bonus Onus »

how do u change what it says when u get killed, like instead of "seki ryuu was killed by the guardians", put like "seki ryuu was killed by a parked car"
in ur hex editor (i use hex workshop), go to find, and with type "text string" search for whatever u want to replace, in this case "guardians", and then type in the new thing u want. remember, it has to be equal or less chars. and DONT OVERWRITE THE PERIODS! they denote the word as plain text e.g: "t.h.e. .g.u.a.r.d.i.o.n.s"
how can we change like chunk counts or whatever
i just thought of something, you can add seats by adding chunks somehow, right? so u could make a giant vehicle with like 100 seats, to spawn tons of AIs
can only do 16 or so before the rest just dissappear!
this happens to me, but i can usually get like 30 or 40 AIs before they stop appearing. usually one or two vehicles doesnt have em in it.
another possibility to get more is to swap a scenery for a vehicle, but i havent gotten AIs in one of those yet
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Post by Halo_Xtreme »

easiest way to swicth the AI's weapons is under HHT. you can do this wihtout causing issues with the meta i have foun dit easy to chnag elots of varibles and dependencies wihtout errors wich i woudl get reults from HMT when swapping ID's or what not. The ai you add under Biped its dependency will show what weapon it has and you can swap that from that screen at the bottom wich will bring up a list of all weapons.

With the smawning wihtout a vehiccle, best i seen anyone do is by turning say the warthog upside down just above the ground and when you load into the map, it dumps the Ai out of the vehicle, cheesy yes, but wihout a way to replcitae AI spawn points and a way to move them around in SpaekEdit that sthe best currently avialable.
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Post by Seki Ryuu »

yeah, the sparkedit thing is what i do
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Post by Seki Ryuu »

i swapped it with energy sword, and nothing happened. they were still holding plasma pistols
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Post by Halo_Xtreme »

you have to change the weapon the actor variant uses, its weap depenedency dictates the weapon he wields. Like spec ops elites carry under thier actv plasma rifles, if you change that to energy sword then they will have energy swords :0.

The biped as a base, has a weapon dependency as well, if you null out the weapon your actor variant uses then the weapon will defualt back to the this dependency under the biped tag.
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Post by Seki Ryuu »

uhh...i guess if i switched the original plasma sword with plasma pistol...then i guess i cant switch it back....:P


and the last part:
The biped as a base, has a weapon dependency as well, if you null out the weapon your actor variant uses then the weapon will defualt back to the this dependency under the biped tag.
i didnt quite get that
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Post by Bonus Onus »

Seki Ryuu wrote: and the last part:
The biped as a base, has a weapon dependency as well, if you null out the weapon your actor variant uses then the weapon will defualt back to the this dependency under the biped tag.
i didnt quite get that
in HHT (halo hacker tools) the dependencies for the biped tags are listed on the right side. this controls all the things that apply to the biped, like what weapon it uses, what actv, etc.
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Post by Halo_Xtreme »

One thing that will help a ot of new modders is if you see terms such as "dependency" or "map rebuild" or "meta" or "HHT vs HMT" you need to look into what they are and what they mean. Basics are key, and until your familiar with what these terms mean some of the editng you do will end in errors and reuslt in a lot of frustration. I mean you dont just go into a hospital and operate on somone and ask "whats a cardiogram?" and start cutting into somones chest. A lot of explanations will remain diffuclut until you get an idea of the basic reason a Tag has a dependency, and offset, a reflexive, a hex address, a meta file, and actor variant and so forth. Youll find you can do a lot more, faster once you start that route. Trial and error works sometimes, but I would recommend finding the orignal studies that Iron Forge released and fanatically indulge into his concepts. That coupled with the desire to continue and a lot of research and youll find your answers, wich as i can i try to answer it the best i can, but its hard to extrapolate a lot fo what is complex into simplistic terms that a "halo modding for dummies" manual could produce<not saying anyone is dumb, just a refrence to the quick scheme learning books>.

I find myself to me an average modder, and I have learned a lot, but I dont persue my own questions, i rather help explore others questions and see if we can build a common result trhoguh wich eveyone else can learn as well. I dont usually post any mods up due to teh fact they have been done or they are just to generic to really make any impressions such as monoxcide's work and the stuff that Iron Forge left us with, those guys are the best. That being said, if I give an answer ya dont qite understand, try to post up what part you need clarified ill try my best to re word it.
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Post by Seki Ryuu »

its not that i didnt understand the terms.....well i dont REALLY understand them, but i sorta know about swapping dependencies and bibeds and stuff....it was just the way u worded it i guess......

ok....so "the biped as a base" is the actual AI biped, and it has the weapon dependency attached to it

if i go to weapons, find the wep the AI uses, and null it out, "the weapon will default back to this dependency".....

what does "this" refer to
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Post by Halo_Xtreme »

Its what its says it is, if the line is "nulled out" an option it allows you to swap the dependency with under HMT it wont be used. It basically turns that line off so that it isnt utilized. And since the Actv and the Biped both have a dependency that relates to the weapon it chooses.

Take this example, In your mod with AI, if you go into your map with HHT and and goto the atcv tags and find your AI, go down to its weap dependency and choose "nullled out" then go to the Bipd tag and find the weap dependency and choose "nulled out" this will cause the model to not spawn with a weapon at all. Then if you choose under actv tag wich ever weapon you want, the biped will spawn with that choosen weapon. If the actv's weapon dependcy is nulled ou, but the biped still has a weapon lets say a plasma rifle, then ALL AI that relate to the Elite.biped.meta <since it has a weapon dependcy> will spawn with this one weapon <as a base or default>.

Some aspects of this cause different results though, such as if you have too many elites running around with energy swords some of teh swords loose thier energy glow while lets say an elite commander using a pistol or weapon or somthing other than its pre described energy sword <melee related i think> choose to still persue you over shooting at you and bashing you to death. This could also be due to its aggressivenss settings wich i havent played with yet. And if the Biped and actv have no weapon at all, it cuases spec ops elites just to stand there and dodge your shots and hrow grenades, and the eilite commander with no weapon will behave in a similar fashion, but if you get to close he will short range burst run you and melee you. Some more areas I found to continue to play around with.
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Post by Seki Ryuu »

now that made a hell of alot more sense to me....lol
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