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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Tag error

Author Topic: Tag error (22 messages, Page 1 of 1)
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Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Dec 28, 2008 12:32 AM    Msg. 1 of 22       
When I try to add a new tag to my map an error pops up saying:

"Woops
Not all the selected tags could be added to the palette
You selected one or more files that could not be loaded correctly.
Contact your nearest Bungie programmer for assistance."


Do I actually got to contact a Bungie programmer to fix this proublem? So far I've only tried to add a Scarab tag (which got me confused cause there's 3 files for that one) and a Wraith tag. They both had the same proublem.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 28, 2008 01:06 AM    Msg. 2 of 22       
post your debug text file info here.....its in your halo custom edition root directory. your just misssing some tags, thats all. just fix the red text in guerilla. here a link to a tut:
http://hce.halomaps.org/index.cfm?fid=3224
and forget about contacting bungie.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Dec 28, 2008 02:53 AM    Msg. 3 of 22       
Thanks, that tut cleared everything up, even my confusion about the Scarab conveniently.
And I bet the whole thing about contacting Bungie was joke or prank on Bungie, after all, this is Gearbox's program. I could imagine some sap calling up some random Bungie employee and asking about something the employee has no clue about, lol.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Dec 28, 2008 04:49 AM    Msg. 4 of 22       
if it was a employee that made the halo1 game they would know on what to do but i think no-one has actually called bungie and asked then this, and that was the same problem i had about a year ago.....i couldnt add the scarab and that tut helped me fixing it by using the scarab as a example. =D


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jun 18, 2009 01:20 PM    Msg. 5 of 22       
Sorry for bumping a dead thread but I thought it'd be better if I keep all of my noobish questions to one or two threads rather than make a new one every time.

So now I'm stumpted, I looked at the HEK official tutorial and many tutorials posted on this site and I still can't find out how to get weapons or custom vehicles on my map.

My weapons spawn, but the custom ones don't have any ammo (I made sure they do in Gurrilla) and the normal ones spawn but quickly dissapear; also the default weapons are still there when I deleted them on Sapien. I know the proublem is that the weapons need to come from the Items_Collections folder for them to spawn in multiplayer, but there's nothing in there. There is the whole set of item_collections weapons there when I look in Guerilla along with the custom weapons that I put in there, but none of them are available in Sapien.


I can get normal vehicles to spawn but not custom ones. I tried renaming them as mp_warthog.vehicle (because a tutorial suggested it) and I messed around with the globals, all I really did was add them to the globals.globals under the vehicles part. Also I made sure that I checked the default ctf and slayer and allowed ctf, slayer, king, and odd ball in their multiplayer flags.

Suggestions please?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 18, 2009 01:28 PM    Msg. 6 of 22       
You must create item collections for the weapons, if your map is MP. Open Guerilla, File > New > Item Collection. Set the weapon, set the weight to 100, and set the spawn time. Save as something. Then, in Sapien, Hierarchy View > Mission > Game Data > Netgame Equipment. Put down a marker. In the Properties pane, browse to your item collection.

As for custom vehicles, you must REPLACE the old ones. You cannot add them into the globals. You can only have 6 vehicle types, without the use of scripts.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jun 18, 2009 08:47 PM    Msg. 7 of 22       
Thanks Gamma926, that answered all my questions.
So now I got my vehicles I ran into another proublem; see I got a Scarab on my map, which is Bloodgulch, but none of the Banshees can fly high enough to get on top of it and board it.
Anyone have any suggestions on how to fix this?


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 18, 2009 11:33 PM    Msg. 8 of 22       
Scarab on Bloodgulch, how original.
Open your BSP tag in guerilla and move the vehicle hight limit up.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jun 19, 2009 12:32 AM    Msg. 9 of 22       
there's no need for your biting sarcasm, this is my first map, I just wanted to get a feel for things.

Thanks though, I'll go ahead and give that at try.

EDIT- ....um, where do I find this "BSP tag"
Edited by Redemption on Jun 19, 2009 at 12:38 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 19, 2009 10:55 AM    Msg. 10 of 22       
tags\levels\test\bloodgulch\bloodgulch.scenario_structure_bsp

Assuming that you are adding a scarab into bloodgulch.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jun 20, 2009 04:11 PM    Msg. 11 of 22       
Thanks a ton, I don't know how I missed that before.

Now my map is almost done so this should be my last question: for some reason I can't drive my Scarab, when I go inside it and move to where you have to be to drive it, it just doesn't give me the option, right now it's more like a piece of scenery you can walk on. I tried using the Scarabs from the Extinction and Scarab Assault maps and none work right.

also, could someone please explain the purpose of the normal and insane diff count thing on AI, it has to do with spawning, but if I make them 0 then no one spawns and if I make them more than 0, like 3, then 3 will spawn (with no delay) and no more will after i kill the 3, even while I put the respawn total to 9999.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 20, 2009 04:50 PM    Msg. 12 of 22       
@ Scarab. You need model_animations to enter it. Replace your character's model animations with those from Extinction.

Math time. Difficulty * Respawn = Number of AI that spawn. If Respawn = 0, then Difficulty = number of AI that spawn. If you're doing an AI mod, where AI keep spawning, leave it at 1. Most of the time, the only time you would change the difficulty, is in SP maps, where AI don't respawn.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 20, 2009 08:18 PM    Msg. 13 of 22       
Or change the animations for the driver seat of the scarab to something like W-driver

Also, I bet you aren't foolish enough, but still, don't release the map.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jun 26, 2009 10:29 PM    Msg. 14 of 22       
Ok, I regret to say, but I've come to the decision the get rid of the Scarab. It just can't move properly on Bloodgulch's hilly terrain and it's gun kills half the map with each shot, even if your in your base. So, now I'm going to replace the Scarab (the thing everyone fights for) with a C4 charge, and I will focus on this map being about smart AI bots that will help defend your base; I'm going to call it Mercenaries (as in, the bots helping you are hired mercenaries.)

I'm actually near completion of this new version, but I have a small hand full of problems I'd like help on, this map is still a learning experience for me.

1. I've set my Jackal's sight to some 50 world units and hearing to 40 and vision to 180 degrees, but they won't attack me until I'm like 5 world units away or if I shoot (shooting can be far away and still get their attention) but it's bad when I can sneak up on them by walking right up in front of them.

2. My other problem with the Jackals is that they won't shut up. They seem to have this looping dialog when just casually patrolling the base, they stop talking when they stop walking or attack something. It's really annoying, especially since Jackals sound like chickens with bronchitis, but I don't want to get rid of all their dialog, just whatever dialog they use when they are randomly moving to move points. I did get rid of their idle non-combat dialog and I set their non-combat idle speach to once every 5-6 seconds, didn't work.

3. I want all of my actors to respawn through-out the entire game, only the Jackals do this, they have 30 second between spawns and they do so continuously, but every other actor (except my Sentinels) respawn instantly and only twice; my Sentinels don't respawn at all. I have no idea why because they're all set up like the Jackals, I have the normal and insane diff set to 1 and total respawns set to 0 (or infinity) and have respawn enabled, is there something specific in the Jackal biped or actor that the others don't have?

4. I have 2 Elites, they're the same except their colors, one's supposed to be blue and the other red, so they have separate actor variants. Problem is that they always switch colors, I have the upper color red or blue (depending on what variant) and bottom yellow/gold, but they will randomly switch between being all yellow, or a mix between red and blue and all kinds of crazy tie-die colors when they respawn (which is only twice per game). The tie-die thing is kind of cool so it's not really a big deal, it's just not consistent and I don't know why.

5. Last one: I have a Wraith which when it takes too much damage gets destroyed, when it respawns it's still destroyed, I mean it respawns in the spot it should back at your base but it's all burnt and broken and you can't drive it.

If I can fix most of these I should be done and I do plan on uploading it cause even with the problems and how I'm playing by my self it's a pretty fun map to mess around on. Then I'm off to learn how to use gmax.
Edited by Redemption on Jun 26, 2009 at 10:36 PM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 26, 2009 10:39 PM    Msg. 15 of 22       
Exploding vehicles don't work in MP.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jun 28, 2009 04:04 PM    Msg. 16 of 22       
ok cool, that solves one problem.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 28, 2009 05:17 PM    Msg. 17 of 22       
Quote: --- Original message by: Redemption

Ok, I regret to say, but I've come to the decision the get rid of the Scarab. It just can't move properly on Bloodgulch's hilly terrain and it's gun kills half the map with each shot, even if your in your base. So, now I'm going to replace the Scarab (the thing everyone fights for) with a C4 charge, and I will focus on this map being about smart AI bots that will help defend your base; I'm going to call it Mercenaries (as in, the bots helping you are hired mercenaries.)

I'm actually near completion of this new version, but I have a small hand full of problems I'd like help on, this map is still a learning experience for me.

1. I've set my Jackal's sight to some 50 world units and hearing to 40 and vision to 180 degrees, but they won't attack me until I'm like 5 world units away or if I shoot (shooting can be far away and still get their attention) but it's bad when I can sneak up on them by walking right up in front of them.

Add this script:

(script continuous ai_see_players
(ai_magically_see_players [AI ENCOUNTER])
)

Replace [AI ENCOUNTER] with the name of your AI encounter. Remember to remove the [].

4. I have 2 Elites, they're the same except their colors, one's supposed to be blue and the other red, so they have separate actor variants. Problem is that they always switch colors, I have the upper color red or blue (depending on what variant) and bottom yellow/gold, but they will randomly switch between being all yellow, or a mix between red and blue and all kinds of crazy tie-die colors when they respawn (which is only twice per game). The tie-die thing is kind of cool so it's not really a big deal, it's just not consistent and I don't know why.

Check the biped, and change colors. Under permutations, there should be multiple, each with a different weight. If you want a certain color, set that weight to 1.



Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jul 6, 2009 10:25 PM    Msg. 18 of 22       
I just put an energy sword on my map as a weapon and saved it. Even though it didn't say there were any errors on it when I placed it on my map, I guess there were cause now I can't open it in Sapien or compile it and when I do compile it it says it can't cause of the energy sword, I also gave an Elite the energy sword, so he's a problem too.

I went into Guerilla and tried to remove the swords from there but it didn't make a difference. I did have back up saves, but I guess within the hour I was working I saved all of them with the buggy sword on them, that was stupid of me.

Do I have to start from scratch with a plain Blood Gulch map now, or can I salvage this?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 7, 2009 12:05 AM    Msg. 19 of 22       
Quote: --- Original message by: Redemption
I just put an energy sword on my map as a weapon and saved it. Even though it didn't say there were any errors on it when I placed it on my map, I guess there were cause now I can't open it in Sapien or compile it and when I do compile it it says it can't cause of the energy sword, I also gave an Elite the energy sword, so he's a problem too.

I went into Guerilla and tried to remove the swords from there but it didn't make a difference. I did have back up saves, but I guess within the hour I was working I saved all of them with the buggy sword on them, that was stupid of me.

Do I have to start from scratch with a plain Blood Gulch map now, or can I salvage this?

Move the energy sword folder somewhere else, and try to startup Sapien. It'll crash. Open the debug.txt. The error, instead of being something corrupted, should be that you're missing tags. There will be a list of tags which reference the energy sword. Remove all of those tags from your map.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jul 7, 2009 12:02 PM    Msg. 20 of 22       
Is there anywhere I can go to see all of the tags on my map? I certainly can't delete them using Sapien and I can't find where in Guerilla. Also I just want to make sure you know, I placed this sword on my map as an items\weapon not an item_collection. I know there's no point in putting a weapon down as an items\weapon but it just slipped my mind.
Edited by Redemption on Jul 7, 2009 at 12:02 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 7, 2009 02:59 PM    Msg. 21 of 22       
There is a point actually, for testing maps. To delete it in Guerilla, scroll down to the weapon pallete, and choose "energy sword" in the drop down box. Then press delete.


Redemption
Joined: Dec 27, 2008

Here to reclaim Halo's former glory


Posted: Jul 9, 2009 11:33 PM    Msg. 22 of 22       
Ok, I got it to work again, I did delete the sword in Guerila but I forgot to delete the Elite that also carried the sword.

Ok, I'm new to scripting and I looked at a bunch of tutorials, but I'm still getting something wrong.
I made a new folder in this folder C:\program files\microsoft games\halo custom edition\data\levels\test\bloodgulch and called it scripts; the only other folder in the bloodgulch folder was the bitmaps one.

In my scripts folder I saved a notepad document that said this: (script continuous ai_see_players(ai_magically_see_players encounter_block_4)) then I saved it as the same thing, but I added .hsc at the end.

In Sapien I hit compile scripts and it said "script succesfully compiled". Dosn't work....
But I did notice in sapien that there is a flag under the squads that says "magic sight after timer", can I use that? and what's this "timer"?


Problem #2: My spawns are still messed up and it dosn't make any sense. I'll show you what I got for my Elite for example. I only want one to spawn at a time with a delay of 150 seconds, but when ever I kill it another one respawns instantly, after I kill that one then it waits 150 seconds to respawn again. I think it has to do with the "respawn min actors" thing in my properties palette. Before, I had respawn min set to 0 and respawn max set to 1 and he still did the same thing where he respawned instantly once, but with min set to 0 he never spawned again afterwords. Then after fiddling around I found out if I set the respawn min to 1, they will respawn again, but like I said they still always respawn twice in a row instantly before having a delay.

sorry for asking so many questions, I realy do appriciate everyone's help; esspecially Gamma927 and his YouTube tutorials.

 

 
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