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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Ai weapon problem

Author Topic: Ai weapon problem (19 messages, Page 1 of 1)
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rub3n
Joined: Nov 21, 2010


Posted: Nov 21, 2010 06:47 AM    Msg. 1 of 19       
Hi guys I have the ncyborg big sniper rifle tags fro the map hugeass dogfight, the tags work, there are three separate actor variants, ncyborg_sniper_rifle, ncyborg_sniper_rifle_blue and ncyborg_sniper_rifle_green. The first 1 is red... I also duplicate 1 of the actor variants and made a ncyborg_sniper_rifle_yellow, and it had 1 biped tag, the weapon in that tag was set to sniper rifle,
And all 4 of the actor variants used that biped tag. So I created another 3 biped tags for it,and changed the weapons, original biped: sniper, 2nd biped: assault rifle, 3rd biped : flamethrower, 4th biped: shotgun. Then I linked one actor varian to 1 of those bipeds and I added them in sapien and all, but I only put the flamethrower ncyborgs and AR ncyborgs when I built the map and I played it the guys looked as If they were holding snipers but had no weapon in there hands so they were just walkin around lookin ate. Can u guys plz help??


cyboryxmen
Joined: Nov 7, 2010

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Posted: Nov 21, 2010 07:42 AM    Msg. 2 of 19       
LOL I can't really understand since the post is not that well organised but it looks like your ACTVs are not designed to weild those weapons. Something I learn when I was modding halo pc and gave an elite a sniper rifle. You have to set up an idle animation of some sort or else,it will animate them with their rigs at resting position
Edited by cyboryxmen on Nov 21, 2010 at 07:43 AM


rub3n
Joined: Nov 21, 2010


Posted: Nov 21, 2010 07:50 AM    Msg. 3 of 19       
Do u know any ppl that are good animators?? Because I'm kinda new to ai and extremely new(no yet born to it though) at moddeling/animating, o if you know a detailed tutorial that could help me out that would be cool. Cuz I'm trying to make a kindoff sp icefields map and I don't think it would be fun with pro sniper ai around alot


cyboryxmen
Joined: Nov 7, 2010

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Posted: Nov 21, 2010 07:59 AM    Msg. 4 of 19       
For you to ask that question, you probably never payed a visit to ghost http://ghost.halomaps.org/tutorials/

Though they never did anything useful to me.Partly because I had already know what to do,also because they are created by people who... don't have the best grammar around.
Edited by cyboryxmen on Nov 21, 2010 at 08:01 AM


rub3n
Joined: Nov 21, 2010


Posted: Nov 21, 2010 08:08 AM    Msg. 5 of 19       
Lol, or I could extract some ai tags and use their animation and link it in guerilla, would that work??


cyboryxmen
Joined: Nov 7, 2010

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Posted: Nov 21, 2010 10:02 AM    Msg. 6 of 19       
OK, I just remembered that it wasn't the weapon but the biped.

This is how it works-when the actor variant wields the sniper rifle, it tells the biped that it must start an idle animation for a sniper rifle. The biped does not understand the command so it does not do anything and thus, the weird posture.

You can use animations from other AI since rigging is basically the same and set the biped to do those animations without any problem. However, there are some minor bugs.For example, the elites wield swords pointing it upwards. If it uses the sniper rifle,it will point it towards the sky and bullets will rarely hit the player.

If you want an animation for this, use mastercheif himself wielding a sniper rifle. Also,you should use two more animations for realism-running and crouch

-zekilk
Edited by cyboryxmen on Nov 21, 2010 at 10:03 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 21, 2010 12:47 PM    Msg. 7 of 19       
Just duplicate a weapon animation it CAN hold, and rename the duplicate to the weapon label of the new weapon ._.


rub3n
Joined: Nov 21, 2010


Posted: Nov 21, 2010 03:33 PM    Msg. 8 of 19       
@Gamma927 The only weapon it can hold īs a sniper rifle and ive already tried that
And thats a good idea cyborg guy(sorry i cant remember ur name) so I'll just look around my characters tags and get the animations thanx alot
Would an animation from a flood human with a hitgun be good?? And I certianly don't have a flamethrower animation so if u have 1 please email it to me and I WILL put u in the credits and maybe send a copy ofthe map to ya :)
Edited by rub3n on Nov 21, 2010 at 04:04 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 21, 2010 04:21 PM    Msg. 9 of 19       
Waiiiit. If it's just a cyborg, just change its animations to the default cyborg animations =.=


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 21, 2010 06:59 PM    Msg. 10 of 19       
Quote: --- Original message by: Gamma927
Waiiiit. If it's just a cyborg, just change its animations to the default cyborg animations =.=


You basically said the same thing in the last post. The main idea is to get animations from mastercheif or the character in multiplayer and set them for your biped. You can also get the flamethrower animation from the bloodgulch map.


rub3n
Joined: Nov 21, 2010


Posted: Nov 22, 2010 12:28 AM    Msg. 11 of 19       
Srry I'm a bit of a scatterbrain I need more specifics. Any way what folder do I get the masyterchief animations from?? U have that tags folder to do ya??


ThE EmO
Joined: Apr 12, 2010

NO WAI!!


Posted: Nov 22, 2010 05:02 AM    Msg. 12 of 19       
Quote: --- Original message by: rub3n
Hi guys I have the ncyborg big sniper rifle tags fro the map hugeass dogfight, the tags work, there are three separate actor variants, ncyborg_sniper_rifle, ncyborg_sniper_rifle_blue and ncyborg_sniper_rifle_green. The first 1 is red... I also duplicate 1 of the actor variants and made a ncyborg_sniper_rifle_yellow, and it had 1 biped tag, the weapon in that tag was set to sniper rifle,
And all 4 of the actor variants used that biped tag. So I created another 3 biped tags for it,and changed the weapons, original biped: sniper, 2nd biped: assault rifle, 3rd biped : flamethrower, 4th biped: shotgun. Then I linked one actor varian to 1 of those bipeds and I added them in sapien and all, but I only put the flamethrower ncyborgs and AR ncyborgs when I built the map and I played it the guys looked as If they were holding snipers but had no weapon in there hands so they were just walkin around lookin ate. Can u guys plz help??


ehe, i had this problem before, its because they only have animations for the Sniper Rifle,
if you know how to convert HCE maps into Halo PC and mod them with HMT v3.5
well, this is what you do:
-Convert your map with the Halo CE Map Converter thing
-open up your map with HMT
-Go down to "Weapons"
-click on the weapon you set the AI to (example: Click on [SHOTGUN])
-On the top part, you should see this list of stuff that has a dot

AR/Sentinal Plasma Rifle Sniper Rifle
Rocket Launcher Pistol Plasma Pistol

and so on.
-Check/click on "Sniper Rifle" and save it
-Close HMT and convert the map again
-open up HCE

if you have further problems then...i cant help :/


cyboryxmen
Joined: Nov 7, 2010

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Posted: Nov 22, 2010 07:42 AM    Msg. 13 of 19       
OMG I just had this urge to read the first post again and I realise that I may have made a misconception. Can you send me a screenshot of the AI so I could clarify something. Just press that little print screen button on your keyboard, paste and save in paint or any other photo editing program and send it to me through my E-mail in my profile


rub3n
Joined: Nov 21, 2010


Posted: Nov 22, 2010 11:39 PM    Msg. 14 of 19       
Its k the ai work now but I'll send u sone pix If u want to


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 23, 2010 09:23 AM    Msg. 15 of 19       
Quote: --- Original message by: rub3n
Its k the ai work now but I'll send u sone pix If u want to


Yea. the funny thing is that after I read your post, I can actually understand what people say at the first instance. I am also a scatter brain myself and need everything to be repeated before I can understand them.

Thanks for that
-zekilk


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 23, 2010 08:10 PM    Msg. 16 of 19       
Quote: --- Original message by: cyboryxmen
Quote: --- Original message by: Gamma927
Waiiiit. If it's just a cyborg, just change its animations to the default cyborg animations =.=


You basically said the same thing in the last post. The main idea is to get animations from mastercheif or the character in multiplayer and set them for your biped. You can also get the flamethrower animation from the bloodgulch map.

Not necessarily. My method will work for any biped for any weapon. Hell, if you wanted a grunt to hold a sniper rifle, this method would work for that.


rub3n
Joined: Nov 21, 2010


Posted: Nov 24, 2010 12:19 AM    Msg. 17 of 19       
thanx guys PLZ gimme ur emails (becuase i cant find it on the profiles) so i can email u a link for the beta version


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Nov 24, 2010 01:26 AM    Msg. 18 of 19       
I forgot to make it private

that wasn't my private e-mail BTW

-Zekilk
Edited by cyboryxmen on Nov 24, 2010 at 01:27 AM


rub3n
Joined: Nov 21, 2010


Posted: Nov 24, 2010 04:24 PM    Msg. 19 of 19       
Lol, I'm just gunna post the link here k when I upload it

 

 
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