
Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Oct 24, 2010 11:54 AM
Msg. 71 of 134
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 how do you increase there speed? and can someone give me an estimate of how far a world unit is (tell me something that's about as long as a world unit).
It's in their animations. You can give them random increments of speed in the biped tag though (it says you can, but I'm not sure if it really works). It works. Play a map on Legendary and they do it far more often. deadlyfighter: Check your debug, fix what needs to be fixed in that tag.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 24, 2010 12:11 PM
Msg. 72 of 134
Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 how do you increase there speed? and can someone give me an estimate of how far a world unit is (tell me something that's about as long as a world unit).
It's in their animations. You can give them random increments of speed in the biped tag though (it says you can, but I'm not sure if it really works). so do you think I could modify the movement animations of an elite to make it's feet move faster? Yes, but you might want to see what you can do in Guerilla first before going into max and messing with stuff. I'm not sure what to do in the .model_animations tag, but ask around and I'm sure someone will know.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 24, 2010 09:42 PM
Msg. 73 of 134
Quote: --- Original message by: deadlyfighter1000 When I load up the actor variant for the minor elites, sapien crashes (and a_hobo). Is it just me that it happens to? and what should I do about it? http://hce.halomaps.org/index.cfm?fid=5319 Replace the anims in the CMT EliteV2's tags with these.
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Oct 24, 2010 10:35 PM
Msg. 74 of 134
CMT's elite v2 animation tags always get corrupted during extraction you have to download the ones that darkhalo posted the link to, to be able to use the tags.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 25, 2010 02:18 AM
Msg. 75 of 134
Yo, enforcer ai tags would be useful and sentinel wouldn't hut either...
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 25, 2010 04:51 PM
Msg. 76 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: aZn9ja37 Yo, enforcer ai tags would be useful and sentinel wouldn't hut either... Added to list. If anyone would like to learn HOW to make better Actor/Actor Variants, please say so, and I might upload some tutorials. Sure I wouldnt mind having some tutorials on editing ai and stuff.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2010 06:53 PM
Msg. 77 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: aZn9ja37 Yo, enforcer ai tags would be useful and sentinel wouldn't hut either... Added to list. If anyone would like to learn HOW to make better Actor/Actor Variants, please say so, and I might upload some tutorials. Quote: --- Original message by: Gamma927 File > New > Actor Variant.
Starting from the top...
Actor Definition: Direct this to the .actor tag that you wish to use. The .actor tag contributes a lot towards the way the AI acts. For example, the maximum distance that the AI can see is specified in the .actor tag, as well as guarding parameters, duck behind cover chance, etc.
Unit: Set the type of unit. Don't forget to browse to the unit itself. This is the biped that you will use.
Major Variant: This is the actor variant that contains the major variant. For example, in grunt minors, the grunt major variant is specified here.
Movement Switching: Essentially specifies whether the AI just runs, or crouches and runs.
Weapon: The weapon that the AI uses. Self explanatory.
Maximum Firing Distance: The maximum distance that the AI can shoot at. For assault rifles, I average around 8. For battle rifles and marksman rifles, I use around 16. For sniper rifles, I go for 40 or so.
Rate of fire: How fast you want the weapon to fire. If you want the AI to fire fully automatic, leave it at 0. If you want to fire semi-auto, one round every 2 seconds, you'll do a little math. One round every 2 seconds is 0.5 rounds per second, so you would use 0.5 here.
Projectile Error: How accurate you want the AI to be.
Gonna skip the next three because I never touch them. You can copy the values from another AI.
Death Fire Wildly Chance: The chance of firing randomly when the actor dies.
Death Fire Wildly Time: The time you spend firing wildly after you die. Firing wildly isn't necessary, but it's a nice touch for flood and grunts when they die. More of an aesthetic feel than one of a gameplay changing feel.
Desired Combat Range: This is a biggy. This sets how close the AI goes towards its target to fire. For sniper rifle AI, you want to stay far away. The end value also should be less than the maximum firing distance, so that it doesn't try to stay further away than it can. So for a sniper rifle AI, I'd normally leave it to pretty long ranged; around 30 - 40. For assault rifle AI, I keep it tight; 5 - 8. For shotgun AI, they're most effective at close range, so you'd leave it at 2 - 5. Note that the AI will TRY to get within this range, but if the maximum firing distance is greater than the end, it will fire at you if it isn't capable of entering this range.
The next two are aesthetic modifiers, to set the gun offset. I'm not going to dabble into this.
Target Tracking: On a scale of 0 to 1, it sets how well the AI tracks its target.
Target Leading: On a scale of 0 to 1, it sets how well the AI leads its target. Please don't set target tracking and target leading to 1, and be like "z0mg mai AI r so l33t cuz they r raep teh enemiz 10/10 tiemz".
Weapon Damage Modifier: Sets how effective the damage is with the certain weapon when the AI is using it. For example, if you have a rocket launcher AI, and you set the thing to 0.01, it'd only do 0.001 of the damage of a rocket launcher, which is around 300. So, you'd only take 3 damage from a direct hit, instead of 300.
Damage per second: Leave it at 0 to use the weapon's default. This is basically how much damage the AI does with the weapon towards its target per second.
For most of Burst Geometry, I'm only going to cover the important parts. Not enough time to go indepth.
Burst Duration: How long each burst lasts. So if you have a machine gunner AI, who fires for ten seconds at a time, set it to 10. If you have a pistol crewman, who fires one shot every few seconds, set it to that fraction of time.
Burst Separation: How long the AI waits between each burst.
Special Damage Modifier: A damage modifier for the special case firing. We'll go into this later.
Firing Patterns should be self explanatory. Overall, it just modifies your firing length and speed when berserking, moving, and acquiring a new target.
Special Case Firing Properties: This is a biggy.
Special Fire Mode: Overcharge: This is for weapons that are capable of charging (Plasma Pistol, Spartan Laser). Secondary Trigger: This is for weapons with a secondary trigger (Assault Rifle with Grenade Launcher, Battle Rifle with Masterkey Shotgun).
Special Fire Situation: Enemy Visible: When the AI sees an enemy Enemy Out Of Sight: When the enemy takes cover, or is hiding Strafing: When the enemy is in sight, and moving back and forth. Like those noobs in bloodgulch.
Special Fire Chance: The chance of using the special fire property.
Special Fire Delay: How long you must wait before using the special fire again.
Berserking and Meleeing should be self explanatory. Berserking is basically when the AI goes crazy, like when elites pause firing to roar at you.
Grenades: Most of the grenade parameters are self explanatory. I'll cover the important ones.
Grenade Velocity: This number must be a positive whole number in order to get the AI to throw. When you extract an actor variant, this normally isn't a positive whole number. You'd use around 9 to 10 for marines and grunts, and around 12 for elites.
Grenade Ranges: Similar to Desired Combat Range
Collateral Damage Radius: The AI won't throw the grenade if there's a friendly unit within this distance of the planned grenade throw.
Grenade Chance: How likely the AI are to throw grenades.
Grenade Check Time: How often the AI check whether or not to throw grenades.
Encounter Grenade Timeout: How often the AI must wait between grenade throws. This goes for all actors in an encounter. So if (list_get (ai_actors encounter) 0) throws a grenade, (list_get (ai_actors encounter) 1) cannot throw a grenade until the timer has gone up.
Items: Basically the stuff the AI drops when he dies.
Equipment: Not necessary, leave blank if you don't want him to drop anything. Otherwise, specify the equipment that you wish the AI to drop (health packs, overshields).
Grenade Count: Number of grenades that the AI drops when he dies.
Don't drop grenades chance: How likely the AI is to NOT drop a grenade when he dies.
Drop weapon loaded: Fraction of the ammo loaded into the weapon that the AI drops. So if you had 0.2 - 0.4 for a MA5B Assault Rifle, which has a clip of 60, he'd drop the weapon with 12 - 24 rounds loaded.
Drop weapon ammo: This is the amount of ammo stored in the weapon. This doesn't use a fraction system; rather, it uses an actual ammo count.
The last few values should be self explanatory / unnecessary.
Change Colors: This is for variants with color changes. If you set it to pink, for example, for a spartan AI using the multiplayer spartan biped, the AI would be pink.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 25, 2010 07:29 PM
Msg. 78 of 134
how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3?
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 25, 2010 07:57 PM
Msg. 79 of 134
Quote: --- Original message by: aZn9ja37 how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3? figure out how bungie did it with the covenant in the beginning of a10 pretty sure it's scripted Edited by Delicon20 on Oct 25, 2010 at 07:58 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2010 08:04 PM
Msg. 80 of 134
Quote: --- Original message by: aZn9ja37 how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3? 'tis scripted.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2010 08:49 PM
Msg. 81 of 134
That's like saying, oh, you don't have to turn on the lights when you're in pitch black darkness, and you want to read a book. Instead, you could short circuit any electronic device nearby, create a small electrical fire, and rip off each page of the book you read to use as tender for the fire.
Why go the difficult way when you can take the shortcut?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 25, 2010 08:59 PM
Msg. 82 of 134
Quote: --- Original message by: aZn9ja37 how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3? Give them lots and lots and lots and lots... (you get the picture) of health. I did that to hunters when I didn't mean to and it wasn't possible to kill them. Even with fully automatic rocket launcher. @Gamma I find that an interesting idea. But you would have to find electronics to short circuit. Actually not a half-bad idea... -Skidrow
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 25, 2010 09:09 PM
Msg. 83 of 134
what if i set the health to zero?
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Oct 25, 2010 09:12 PM
Msg. 84 of 134
they suck
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 25, 2010 10:01 PM
Msg. 85 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: aZn9ja37 what if i set the health to zero? I can't remember whether that makes things invincible, or kills them on spawn. Kill's tem.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 25, 2010 11:27 PM
Msg. 86 of 134
Quote: --- Original message by: Gamma927Quote: --- Original message by: aZn9ja37 how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3? 'tis scripted. so the a10 marines that come out when you do the bridge mutiny were scripted to be invincible? no special actor varients?
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Corvette19
Joined: Feb 27, 2007
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Posted: Oct 25, 2010 11:33 PM
Msg. 87 of 134
Set the health to 999999999999999999999999999999999999999 Good luck on the killing.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2010 11:35 PM
Msg. 88 of 134
Quote: --- Original message by: aZn9ja37Quote: --- Original message by: Gamma927Quote: --- Original message by: aZn9ja37 how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3? 'tis scripted. so the a10 marines that come out when you do the bridge mutiny were scripted to be invincible? no special actor varients? Yes.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 25, 2010 11:40 PM
Msg. 89 of 134
Quote: --- Original message by: Gamma927Quote: --- Original message by: aZn9ja37Quote: --- Original message by: Gamma927Quote: --- Original message by: aZn9ja37 how would you setup ai to be invincible like your squadmates in reach, odst ,and sometimes h3? 'tis scripted. so the a10 marines that come out when you do the bridge mutiny were scripted to be invincible? no special actor varients? Yes. That seems like something that should be included in this thread, a script to make ai invincible sp maps.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Oct 26, 2010 07:13 AM
Msg. 90 of 134
Quote: --- Original message by: gnademassica117 I don't see why you are all so obsessed with scripts, just go into the collision model, change all the "Body damage multipliers" to 0, turn off "head" markers, and they are invincible. But in doing so prevents that actor_variant from being realistically vulnerable and kind of looks stupid after a while if the character provides no point to the plot of the mod. Scripting it in removes that completely invulnerable state to where it's only temporary and not constant. In other words, if you have some marines fighting and you Reach a point where Banshees fire on them for dramatic effect, but not for real damage, you can implement a script that makes the Marines invulnerable while the Banshees are firing on them.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Oct 26, 2010 08:01 AM
Msg. 91 of 134
Fake deaths are cooler. I would go with the Halo 3 type of invincibility.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 26, 2010 05:56 PM
Msg. 92 of 134
im am kind of looking more for "spartans never die" type thing, so fake dieing is not going to work for me... So how does the reach/odst type invinciblity work in a script?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 26, 2010 07:47 PM
Msg. 93 of 134
(object_cannot_take_damage (ai_actors [AI ENCOUNTER]))
Same script people use for cheating.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 26, 2010 10:08 PM
Msg. 94 of 134
Quote: --- Original message by: Gamma927 (object_cannot_take_damage (ai_actors [AI ENCOUNTER]))
Same script people use for cheating. I noticed it says object cannot take damage, does that mean this doesn't just work with ai? like you can use it for scenery and vehicles?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 26, 2010 10:28 PM
Msg. 95 of 134
Yes, although scenery aren't units, and can't take damage.
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dood
Joined: Sep 9, 2010
programming will never end..
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Posted: Oct 27, 2010 09:17 AM
Msg. 96 of 134
in b40_firefight the mc friend u get there is unkillable and only can be kill if u meele him in the back.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2010 11:16 AM
Msg. 97 of 134
Quote: --- Original message by: dood in b40_firefight the mc friend u get there is unkillable and only can be kill if u meele him in the back. you get a MC friend?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2010 01:56 PM
Msg. 98 of 134
Quote: --- Original message by: assassinchief106 A Spartan friendly with the white Sgt. Major taunts. lol You mean lehto? Cool.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Oct 27, 2010 05:11 PM
Msg. 99 of 134
Quote: --- Original message by: Skidrow925Quote: --- Original message by: assassinchief106 A Spartan friendly with the white Sgt. Major taunts. lol You mean lehto? Cool. lehto doesn't come in till halo 2, so we got stakzorz
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Oct 27, 2010 05:52 PM
Msg. 100 of 134
Quote: --- Original message by: Delicon20Quote: --- Original message by: Skidrow925Quote: --- Original message by: assassinchief106 A Spartan friendly with the white Sgt. Major taunts. lol You mean lehto? Cool. lehto doesn't come in till halo 2, so we got stakzorz Whoops mah bad.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 27, 2010 08:54 PM
Msg. 101 of 134
could you do the ai with more then just the standard, like long-range, short-range, etc.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 27, 2010 09:30 PM
Msg. 102 of 134
yea like marines and odst have shotgun, sniper rifle, dmr. for the elites(and maybe brutes) have ai for beam rifle, carbine, needler. There is a bunch more weapons to be listed but maybe you should start with these.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 28, 2010 11:31 PM
Msg. 103 of 134
Ok i guess i will check this post regularly.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Oct 29, 2010 08:47 PM
Msg. 104 of 134
what will this new upload have?
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Oct 30, 2010 02:17 PM
Msg. 105 of 134
could somebody please explain how to correctly extract these? I don't rip often, (unlike some of yall, lol jk) and its all confusing to me
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