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Author Topic: Editing weapons, actors etc... (28 messages, Page 1 of 1)
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snake2005
Joined: Jun 9, 2009


Posted: Jun 22, 2009 11:44 AM    Msg. 1 of 28       
Hey guys it's me again
I have a few little questions, hope you can answer me those.

Q1: How can I make weapons more or less accurate?
Q2: How can I make marines/etc shooting more or less accurate?

And now the big problem.
I notices if I put some cyborg_actors in game, they shoot well.
But after some time they don't shoot anymore. My guess is that they run out of ammo.
How can I fix this problem? Maybe to set unlimited ammo for the cyborg actors but how?

And I see so many threads about little questions to weapons and vhicles and etc, so I hope everybody who has problems with vehicles, actos or weapons can use this topic which I opened too.

Thanks. - Snake2005


Advancebo
Joined: Jan 14, 2008


Posted: Jun 22, 2009 01:50 PM    Msg. 2 of 28       
Q1: Modify the error parameters in the weapon tags, in the bottom half, under triggers.
Q2: Modify their actors and actor variants tags.

Big Problem:
I dont really know, but I do know that AI always have infinite ammo. Only reason why you pickup the weapon with some ammo gone, is that the actor/variant tags have it setup like that. But it has nothing to do with how much ammo the AI has or uses.


snake2005
Joined: Jun 9, 2009


Posted: Jun 22, 2009 02:16 PM    Msg. 3 of 28       
Big Problem: No, you've misunderstood it. The AI like the cyborgs or the marine sniper rifle don't shoot after a while anymore. But the marines with assault rifle shoot forever.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 22, 2009 04:41 PM    Msg. 4 of 28       
yeah iv seen ais run out of ammo before. i dont know what you are talking about bo, but when i was testing my custom weapons with some ai, they would run out of ammo after a while.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Jun 22, 2009 04:56 PM    Msg. 5 of 28       
I'm pretty sure the AI having limited ammo has to do with the scenario type. If it's an MP map, they have limited ammo, but in SP, they have infinite ammo. After all, this has never been an issue in an SP map.

The AI using ARs will run out of ammo eventually. It's just that they shoot out pretty slow 3-round bursts with a pause in between each burst so that they can use it more accurately. They're not like us players who usually go trigger-happy with the AR and hose out its full 15 rounds per second until the clip ends. It has a 60 round clip along with at least 120 spare rounds, so they won't run out very soon shooting like they do.

So, one way to fix it is to do "cheat_infinite_ammo 1" in the console. Except that applies to players too, so it's only good for testing. The best way to solve the problem is just make sure the AI go to combat constantly and die regularly so that they respawn with fresh ammo.


DJMixalot
Joined: Jun 20, 2009

Stay stay stay...


Posted: Jun 22, 2009 05:00 PM    Msg. 6 of 28       
Actually they are shooting. If you get close enough to them you will here the clicking sound the weapon makes when it is out of ammo. To get around this, make a copy of your weapon and in the weapon tag under magazine set the 'rounds total maximum' to something like 9999. Now assign that weapon to the ai and that should do the trick. But it still isn't infinite ammo. So if they still run out what u can do is set the rounds recharged under magazine in the tags to something like 2. So they will get 2 rounds every second.


ViciousWhiskers
Joined: Dec 19, 2007

Give it a try.


Posted: Jun 22, 2009 05:05 PM    Msg. 7 of 28       
I know how to change weapons to infinite ammo, just set the 'rounds per shot' to 0 in the weapon tag under firing section. This way, when the ai shoots, it uses 0 bullets per round


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 22, 2009 05:13 PM    Msg. 8 of 28       
Quote: --- Original message by: evilkevin1
I know how to change weapons to infinite ammo, just set the 'rounds per shot' to 0 in the weapon tag under firing section. This way, when the ai shoots, it uses 0 bullets per round

lol this is the best way here. i was actually about to do the thing with the recharging ammo too.


snake2005
Joined: Jun 9, 2009


Posted: Jun 22, 2009 05:55 PM    Msg. 9 of 28       
woooow alright xD evilkevin man thank you very much, you powned us all here... we all here are hurting our brains off how to solve this problem and you just come with a simple trick xD but hey thank you all for helping me to solve my problem :D

But now to Q2...
It's sure that I have to modify the actor and actor variants but where? which section?
Edited by snake2005 on Jun 22, 2009 at 05:56 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 22, 2009 05:59 PM    Msg. 10 of 28       
Actor variant. Target tracking + leading. Those two will determine how well it aims. You can also modify firing parameters to make them fire fully automatic, or small, controlled bursts. But that's probably not part of your question.


DJMixalot
Joined: Jun 20, 2009

Stay stay stay...


Posted: Jun 22, 2009 06:06 PM    Msg. 11 of 28       
Quote: --- Original message by: evilkevin1
I know how to change weapons to infinite ammo, just set the 'rounds per shot' to 0 in the weapon tag under firing section. This way, when the ai shoots, it uses 0 bullets per round

Oh. lol Thanks dude much easier.


abear777
Joined: Jun 22, 2009


Posted: Jun 22, 2009 08:40 PM    Msg. 12 of 28       
I have the answer to Q1

HEK

Edited by abear777 on Jun 22, 2009 at 08:43 PM
Edited by abear777 on Jun 23, 2009 at 08:30 PM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jun 22, 2009 08:42 PM    Msg. 13 of 28       
Quote: --- Original message by: abear777
I have the answer to Q1

get HMT and halo map converter.

No, around here we use HEK. HMT is for fools who have no skill.


abear777
Joined: Jun 22, 2009


Posted: Jun 22, 2009 08:44 PM    Msg. 14 of 28       
Quote: --- Original message by: Headhunter09
Quote: --- Original message by: abear777
I have the answer to Q1

get HMT and halo map converter.

No, around here we use HEK. HMT is for fools who have no skill.


I no but HMT is faster downloading HEK takes too long

and if u only want to change the acuracy of a wepon thers no point in getting HEK the download takes a long time, it takes up more space and it also gives you programs you wouldent need
Edited by abear777 on Jun 22, 2009 at 08:45 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 22, 2009 09:11 PM    Msg. 15 of 28       
GTFO Halo PC modding noob.

In all seriousness, HEK is far more powerful. It doesn't install any useless programs. Guerilla is used for modifying tags, Sapien used for populating maps, and tool for compiling maps, hud messages, and everything else. If I and many others used HMT, we would never get anything interesting accomplished. For example, http://www.xfire.com/video/c8d80/. I'm recreating Halo 3: ODST's firefight mode for Halo CE. Could you do this using just HMT?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Jun 22, 2009 10:03 PM    Msg. 16 of 28       
The aiming for AI involves all of these fields in the '.actor_varient' tag:

Under 'Ranged Combat':

Projectile Error - additional random aiming error of the weapon added to every projectile fired in degrees

Target Tracking - how well the AI should keep aiming at a moving target once a burst has begun. 1 means the AI will aim at the target perfectly throughout the burst, 0 means the AI will not change aim from where the target was when the burst started.

Target Leading - how well the AI aims ahead based on the direction and speed of the target and the speed of the projectile. Applies to any weapon, but is only noticeably useful with slower projectiles like the fuel rod and rocket launcher. 0 means the AI always shoots right at the target, whereas 1 means the AI will fully aim ahead for each burst.

Under 'Burst Geometry':

Burst Origin Radius - how far away horizontally (randomly picks left or right) the aim is initially from the target at the beginning of a burst, in world units

Burst Origin Angle
- how far off vertically (randomly picks up or down) the aim is initially from the target at the beginning of a burst, in degrees

Burst Return Length
- how far to transition the aim horizontally in the opposite direction back to the target by the end of the burst, in world units.

It could be less than the burst origin radius, meaning the burst never actually hits the target (stupid), or it could be more than the radius, meaning the burst sweeps past the target, most likely hitting it (ideal).

Burst Return Angle - how far to transition the aim vertically in the opposite direction back to the target by the end of the burst, in degrees.

Same thing as the Return Length, but vertical and in degrees.


abear777
Joined: Jun 22, 2009


Posted: Jun 23, 2009 08:32 PM    Msg. 17 of 28       
Quote: --- Original message by: Gamma927
GTFO Halo PC modding noob.

In all seriousness, HEK is far more powerful. It doesn't install any useless programs. Guerilla is used for modifying tags, Sapien used for populating maps, and tool for compiling maps, hud messages, and everything else. If I and many others used HMT, we would never get anything interesting accomplished. For example, http://www.xfire.com/video/c8d80/. I'm recreating Halo 3: ODST's firefight mode for Halo CE. Could you do this using just HMT?



yea ur rite i started modding yesterday


snake2005
Joined: Jun 9, 2009


Posted: Jun 24, 2009 08:15 AM    Msg. 18 of 28       
alright guys, i just asked for some help not anymore ok? don't attack each other but I agree, HEK is much more powerful if you know how to use it. That's why I am here to learn how to use it effective from others like Gamma927 and Me Ks, it seems like you 2 have great knowledge in this and I thank you for helping me with my problems. So by the way, how can I make the cyborgs going on melee attack? I set the melee section just like the elite ones, but the cyborgs dont do melee attacks.


snake2005
Joined: Jun 9, 2009


Posted: Jun 25, 2009 03:00 AM    Msg. 19 of 28       
Sure I know that I have to make copies of the weapons for the AIs or I would have infinite ammo too, I am not that dump. But now I also wonder how to change the damage of a weapon...


ViciousWhiskers
Joined: Dec 19, 2007

Give it a try.


Posted: Jun 26, 2009 05:43 PM    Msg. 20 of 28       

Edited by ViciousWhiskers on Aug 7, 2013 at 07:20 PM


snake2005
Joined: Jun 9, 2009


Posted: Jun 27, 2009 06:40 AM    Msg. 21 of 28       
woow thank you very much it works :)
well is there a way how to change the shield and life points of oneself?
in multiplayer we all have 100% life and 100% shield, thats default.. but is there a way to increase it? of course i can set it in the settings but if i do that, the AI will have that amount of life points too... and that sucks... maybe there is a way to change it with HEK?
Edited by snake2005 on Jun 27, 2009 at 06:41 AM


ViciousWhiskers
Joined: Dec 19, 2007

Give it a try.


Posted: Jun 27, 2009 10:06 AM    Msg. 22 of 28       

Edited by ViciousWhiskers on Aug 7, 2013 at 07:19 PM


snake2005
Joined: Jun 9, 2009


Posted: Jun 28, 2009 07:55 PM    Msg. 23 of 28       
thanks dude, but every day i have to face a new problem.. how can i set the fire sound louder or less of each weapon?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 28, 2009 08:10 PM    Msg. 24 of 28       
Open it up, and increase the gain.


snake2005
Joined: Jun 9, 2009


Posted: Jun 28, 2009 08:47 PM    Msg. 25 of 28       
you mean the fire.sound? well i dont understand it quite... default there is 0.. if i increase it, the sound doesnt get louder... (assault rifle)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 28, 2009 09:00 PM    Msg. 26 of 28       
Maybe record it, make it louder in audacity, and compile it?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 28, 2009 11:09 PM    Msg. 27 of 28       
Quote: --- Original message by: evilkevin1
Go to your biped's .model_collision_geometry and change the health in the body section and the shield health in the shield section. By the way snake, Masterchief only has 75 HP and Shield HP which together equals 150 HP. also, go on xfire man, i never see you on

oh wow you with your colored text there. i just spent like 5 minutes trying to figure out why my firefox wouldnt let me click on the "link". @_@


ViciousWhiskers
Joined: Dec 19, 2007

Give it a try.


Posted: Jun 29, 2009 07:21 PM    Msg. 28 of 28       

Edited by ViciousWhiskers on Aug 7, 2013 at 07:19 PM

 

 
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