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Author Topic: how do you... (23 messages, Page 1 of 1)
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Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 25, 2009 05:58 PM    Msg. 1 of 23       
how do you get an ai to enter a vehicle?I've been trying get my elites to enter a ghost but when I use command in sapien they don't enter...


Greenfuzz
Joined: Nov 18, 2008

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Posted: Sep 25, 2009 07:35 PM    Msg. 2 of 23       
You dont need commands. They should automatically enter the vehicle


UnevenElefant5
Joined: May 3, 2008

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


Posted: Sep 25, 2009 07:39 PM    Msg. 3 of 23       
No, the won't do it of their own accord I believe, or they will do it very rarely. You can use scripts to make them enter, this method is more reliable.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 25, 2009 07:47 PM    Msg. 4 of 23       
You could add them in as a built in gunner, so whenever you spawn the vehicle, an AI will spawn with it.


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: Sep 25, 2009 11:45 PM    Msg. 5 of 23       
w0w so thats how it is....
thanks for the info gamma


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 26, 2009 08:49 AM    Msg. 6 of 23       
Quote: --- Original message by: Gamma927
You could add them in as a built in gunner, so whenever you spawn the vehicle, an AI will spawn with it.



to add them in as a built in gunner would you use guerilla?


sargejohnson
Joined: Apr 20, 2009

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Posted: Sep 26, 2009 09:01 AM    Msg. 7 of 23       
yes.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 26, 2009 09:15 AM    Msg. 8 of 23       
I tried the ai thing in guerilla but whenever I spawn it in sapien,no ai spawn with it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 26, 2009 10:27 AM    Msg. 9 of 23       
Screenshot of where you added in the AI.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 26, 2009 03:44 PM    Msg. 10 of 23       


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 26, 2009 03:48 PM    Msg. 11 of 23       
That's exactly what the other guy did in the technical discussion. Notice how it says "spawned actor". That's the guy who's spawned when the unit dies, like in flood carrier forms. I'm pretty sure you don't want elites to spawn every time you kill a ghost. You have to scroll down to SEATS, and under the seat you want the guy to spawn in, scroll down further. There's a place for built-in gunner.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 26, 2009 05:15 PM    Msg. 12 of 23       


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 26, 2009 06:26 PM    Msg. 13 of 23       
Go down further...


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 28, 2009 06:00 PM    Msg. 14 of 23       
I've got a new problem.the ghosts I put ai gunners in respawn the actors when I reopen the scenario.however,the wraiths I use do not spawn the actors when I close and open sapien.

WTF!?!


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 28, 2009 06:16 PM    Msg. 15 of 23       
Do the bipeds specified in your actor variants have the animations required to enter the vehicle?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 28, 2009 06:27 PM    Msg. 16 of 23       
in both vehicles are delta's elites just in the wraith they are majors and in the needler ghost they are minors.the h2 ghost however are grunts but they work too.


another quick question, my ai keep respawning after I kill them and my diff counts and actor numbers are all the same but more keep popping up!How do you make it so one spawns once every game?(this has nothing to do with the vehicles)
Edited by Delicon20 on Sep 28, 2009 at 06:31 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 28, 2009 06:31 PM    Msg. 17 of 23       
Did you check the model animations and the seat label on the wraith...? Telling me it's delta's isn't really helpful, because I can't check them.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 28, 2009 06:42 PM    Msg. 18 of 23       


Donut
Joined: Sep 30, 2006

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Posted: Sep 28, 2009 06:44 PM    Msg. 19 of 23       
you could try checking "allow ai noncombatants"


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 28, 2009 06:47 PM    Msg. 20 of 23       
Elites are combatants though... Check your elite model animations. Is GT-gunner in there?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 28, 2009 07:06 PM    Msg. 21 of 23       
I think GT-gunner is in there.this crap is real confusing to me.

new problem, I tried to use onotix odsts for my ai but when I put the model on my other odst ai (link to old ai:http://hce.halomaps.org/index.cfm?fid=4223) sapien exceptioned.

debug says:09.28.09 18:04:12 sapien pc 01.00.00.0609 ----------------------------------------------
09.28.09 18:04:12 reference function: _write_to_error_file
09.28.09 18:04:12 reference address: 401b13
09.28.09 18:04:12 Couldn't read map file './sapienbeta.map'
09.28.09 18:04:13 CreateDevice succeeded with refresh rate = 0
09.28.09 18:04:13 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
09.28.09 18:04:14 Increasing sound decompression buffer size to 1048576 bytes
09.28.09 18:04:18 the model 'weapons\odst_pistol\odst_pistol' and the animation graph 'weapons\pistol\pistol' don't match
09.28.09 18:04:18 the object 'weapons\odst_pistol\pistol' will not animate
09.28.09 18:04:18 the model 'weapons\odst_pistol\odst_pistol' and the collision model 'weapons\pistol\pistol' don't match (node counts don't match)
09.28.09 18:04:18 the object 'weapons\odst_pistol\pistol' will not be collidable
09.28.09 18:04:22 WARNING: 60 clusters in structure_bsp levels\test\newmombasa\newmombasaclassic have no background sound or sound environment.
09.28.09 18:04:22 WARNING: cannot create mounted weapons for human_turret - copy, exceeded MAXIMUM_NUMBER_OF_MOUNTED_WEAPON_UNITS
09.28.09 18:04:22 WARNING: cannot create mounted weapons for h2_ghost - copy, exceeded MAXIMUM_NUMBER_OF_MOUNTED_WEAPON_UNITS
09.28.09 18:04:22 WARNING: cannot create mounted weapons for h2_ghost - copy, exceeded MAXIMUM_NUMBER_OF_MOUNTED_WEAPON_UNITS
09.28.09 18:04:23 local player 0, weapon (0x0), deleted unexpectedly
09.28.09 18:04:39 EAX: 0xFFFFFFFE
09.28.09 18:04:39 EBX: 0x00000001
09.28.09 18:04:39 ECX: 0x0012EEC8
09.28.09 18:04:39 EDX: 0x000002CC
09.28.09 18:04:39 EDI: 0x0012EEC8
09.28.09 18:04:39 ESI: 0x00000000
09.28.09 18:04:39 EBP: 0x0012EDA0
09.28.09 18:04:39 ESP: 0x0012ED90
09.28.09 18:04:39 EIP: 0x76EF9A94, C3 8D A4 24 ?????
09.28.09 18:04:39 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #3 is not a valid damage_regions_block index in [#0,#1)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 28, 2009 07:07 PM    Msg. 22 of 23       
You can't just change the model. The old biped used cyborg animations, while onotix's was using marine animations. And to check, just open the model animations tag, and under units, look for GT-gunner.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Sep 28, 2009 07:12 PM    Msg. 23 of 23       
extreme amazing edit:turns out there were too many ai operated vehicles in my map I just had to delete a few!
Edited by Delicon20 on Sep 28, 2009 at 07:43 PM

 

 
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