A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »ai question

Author Topic: ai question (26 messages, Page 1 of 1)
Moderators: Dennis

shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 05:20 PM    Msg. 1 of 26       
i am building an ai map and i was wondering, what would you do to make some ai to be on your side?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 10, 2009 06:05 PM    Msg. 2 of 26       
1) Script an allegiance.
2) Set them on your team. For MP, it's team 0.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 06:13 PM    Msg. 3 of 26       
how do i do step 1


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 10, 2009 06:18 PM    Msg. 4 of 26       

(script startup ai_allegiance_human
(ai_allegiance player human)
)

(script startup ai_allegiance_covenant
(ai_allegiance player covenant)
)

(script startup ai_allegiance_flood
(ai_allegiance player flood)
)

(script startup ai_allegiance_sentinel
(ai_allegiance player sentinel)
)


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 06:26 PM    Msg. 5 of 26       
so if i have two teams of ai will the one i am not a part of still be my enemy

so lets say my allied team is set to 0 and my enemy is set to 3 which is covenant, will the covenant team still shoot me
Edited by shadowslayer123 on Jun 10, 2009 at 06:35 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 10, 2009 07:06 PM    Msg. 6 of 26       
Red team = Team 0

Blue team = Team 1

If you want everyone but covenant allied to you, copy the script above, but delete the part that has covenant in it.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 07:21 PM    Msg. 7 of 26       
i decided to build the cache file and try it in halo and it worked perfectly so thanks for the help, i wish i knew more about scripting though


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 10, 2009 07:44 PM    Msg. 8 of 26       
Search for tutorials and other resources.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 09:30 PM    Msg. 9 of 26       
since we are talking about tags i have two more questions

1) how do you change your characters biped, for example, from master cheif to an elite

2) how do you turn a .wav file into a sound tag


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 10, 2009 09:32 PM    Msg. 10 of 26       
1) Modify your globals.globals tag. Change the multiplayer information for MP, and player information for SP.

2) Run it through tool, or use the sound converter.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jun 10, 2009 09:33 PM    Msg. 11 of 26       
Well, first he wasn't talking about tags lol
1) Open globals.globals and scroll down to "player information" right under it find "unit" and change it to the biped of your choosing

2) There are multiple tutorials on the site, however I would recomment TLS Udie's sound converter. Just make the .wav or .mp3 open the converter, convert it to ogg vorbis, then wait for it to convert. The new sound will be in tags\sound\music\music
E: Damn you gamma :P
Edited by UnevenElefant5 on Jun 10, 2009 at 09:33 PM


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 09:40 PM    Msg. 12 of 26       
if i modify globals.globals will it only effect the map i use it in

edit. so i got my wav file into a .sound file now how do i change it into a .sound_scenery?
Edited by shadowslayer123 on Jun 10, 2009 at 10:05 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 10, 2009 10:04 PM    Msg. 13 of 26       
It'll only affect the maps you compile, yes.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 10, 2009 10:05 PM    Msg. 14 of 26       
edit. so i got my wav file into a .sound file now how do i change it into a .sound_scenery


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Jun 11, 2009 11:30 AM    Msg. 15 of 26       
Quote: --- Original message by: shadowslayer123
edit. so i got my wav file into a .sound file now how do i change it into a .sound_scenery
One of theses are sure to help
http://hce.halomaps.org/index.cfm?search=sound+tutorial


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 11, 2009 12:16 PM    Msg. 16 of 26       
i did already and found me a good tutorial, thanks anyway


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Jun 11, 2009 04:42 PM    Msg. 17 of 26       
Quote: --- Original message by: Lord_Lelouch
Don't forget to back up your original globals.globals as gamma kinda failed to state that, because if you don't you never get default settings back (depends how much you change up globals.globals) Just to be safe make sure you have a copy of your original globals.globals at all times.

If you don't have one then when you done and compile the map you can always open up Hek+ and load up bloodgulch go to options and set it to overwrite find the globals.globals in BG and extract it.

Or you could just re-rip it. You don't need to have a backup.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 11, 2009 06:58 PM    Msg. 18 of 26       
i am actually only changing one thing and not messing with the rest, thanks for the advice guys.

ps. is there a max number of ai you can have a map because i get this message in sapien every 60 seconds saying that max ai is full or something like that


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jun 11, 2009 07:32 PM    Msg. 19 of 26       
Quote: --- Original message by: shadowslayer123
i am actually only changing one thing and not messing with the rest, thanks for the advice guys.

ps. is there a max number of ai you can have a map because i get this message in sapien every 60 seconds saying that max ai is full or something like that



There is something of a limit to the max AI on screen at one time, possibly due to the lag it would cause for lower end computers.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 11, 2009 07:59 PM    Msg. 20 of 26       
You can ignore that error, but some AI may not spawn. As for the limit of AI on-screen at one time, that is 256.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 11, 2009 08:03 PM    Msg. 21 of 26       
I was doing a starting cutscene for the flood campaign, and threw in 300 flood infection forms. Sapien crashed when I typed in "ai_place"


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 11, 2009 08:49 PM    Msg. 22 of 26       
i only put in 200 elites....


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 11, 2009 09:10 PM    Msg. 23 of 26       
If they aren't all on screen at once, then Sapien shall be fine. The only thing is, there may be some problems with spawning. If this was just a joke, then you seriously need to work on your jokes.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 11, 2009 10:01 PM    Msg. 24 of 26       
i am actually not sure because i only set up 10 ai spawn points with a max of 10 ai per ai spawn point so that is 100 i think


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Jun 11, 2009 10:02 PM    Msg. 25 of 26       
wow 200 thats alot i don't think many singleplayer maps have that many. i'd calm down on the ai.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Jun 11, 2009 10:05 PM    Msg. 26 of 26       
it works fine but when all of the ai are close together, your computer just dies from the lag

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 1:41 PM 375 ms.
A Halo Maps Website