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Author Topic: [RELEASE] CMT_Brutes_V2 (29 messages, Page 1 of 1)
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Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 4, 2010 06:46 PM    Msg. 1 of 29       
Readme:
Title: Brutes_v2
Author: Teh lag, Wave of Lag, Dano
Description: These are updated versions of the Brutes_v2 from CMT_SPV2.
About: These are the newest versions of the CMT_SPV2 Brutes_v2.

creators:
- Teh lag ( modeling, and animations)
- Wave of Lag (modeling)
- Dano (texturing)
- Hydrogen (bug fixing)
- Bungie (sounds)

Download link: http://www.mediafire.com/?5l6j4h3anhnjtsd

Picture of brute chieftan


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 06:49 PM    Msg. 2 of 29       
OMG cmt nevar ceases to please, at least id doesn't when masterz isn't in charge


joe55
Joined: Dec 5, 2009

You are beyond helping, gtfo.


Posted: Dec 4, 2010 06:50 PM    Msg. 3 of 29       
Most people already have this.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 4, 2010 06:51 PM    Msg. 4 of 29       
Quote: --- Original message by: joe55
Most people already have this.


these are the newest versions off of teh lags desk this week

they come with new anims new shaders i think some new bitmaps etc


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 4, 2010 06:55 PM    Msg. 5 of 29       
im not stealing credit

teh lag gave me them to fix up problems and to release.


everyone in the credits has contributed to these new ones
Edited by Hydrogen on Dec 4, 2010 at 06:56 PM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 06:56 PM    Msg. 6 of 29       
Quote: --- Original message by: l283023

What joe meant to say is that this is his work and everyone is stealing his credit.

Edited by l283023 on Dec 4, 2010 at 06:54 PM



lol l28
Edited by Delicon20 on Dec 4, 2010 at 06:57 PM


joe55
Joined: Dec 5, 2009

You are beyond helping, gtfo.


Posted: Dec 4, 2010 06:58 PM    Msg. 7 of 29       
Quote: --- Original message by: Hydrogen

im not stealing credit

teh lag gave me them to fix up problems and to release.


everyone in the credits has contributed to these new ones
Edited by Hydrogen on Dec 4, 2010 at 06:56 PM


dont listen to him cause i am not. he is just being a troll.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 4, 2010 07:16 PM    Msg. 8 of 29       
Quote: --- Original message by: joe55
Quote: --- Original message by: Hydrogen

im not stealing credit

teh lag gave me them to fix up problems and to release.


everyone in the credits has contributed to these new ones
Edited by Hydrogen on Dec 4, 2010 at 06:56 PM


dont listen to him cause i am not. he is just being a troll.


wow ur an annoying little troll


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Dec 4, 2010 07:30 PM    Msg. 9 of 29       
Quote: --- Original message by: Delicon20
Quote: --- Original message by: joe55
Quote: --- Original message by: Hydrogen

im not stealing credit

teh lag gave me them to fix up problems and to release.


everyone in the credits has contributed to these new ones
Edited by Hydrogen on Dec 4, 2010 at 06:56 PM


dont listen to him cause i am not. he is just being a troll.


wow ur an annoying little troll


Let's all complain about it, shall we?

If you don't like what someone says, you could just, oh, I dunno... not read it. I mean, it's just text. They can't really press their opinion on you if you simply refuse to read it.

[on-topic]That helmet looks a bit.... pointy...[/on-topic]
Edited by Echo77 on Dec 4, 2010 at 07:31 PM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 4, 2010 07:39 PM    Msg. 10 of 29       
it is supposed to be pointy :P


also it doesnt come with the actor variants just get them from spv2 a30


milkkookie
Joined: Aug 10, 2010

:)


Posted: Dec 4, 2010 07:49 PM    Msg. 11 of 29       
wow 35mb for a biped


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 4, 2010 07:51 PM    Msg. 12 of 29       
Quote: --- Original message by: milkkookie
wow 35mb for a biped


like 10 bipeds and the rest of the tags that were refreneced


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 4, 2010 09:09 PM    Msg. 13 of 29       
So they're V2, in what way?


Invader Veex
Joined: Apr 11, 2007

i make poast


Posted: Dec 4, 2010 09:22 PM    Msg. 14 of 29       
Quote: --- Original message by: IcePhoenix
So they're V2, in what way?


better models, better textures, better animations, newer tags. here's a link to the old: http://hce.halomaps.org/index.cfm?fid=4002


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Dec 4, 2010 09:32 PM    Msg. 15 of 29       
EDIT: nvm
Edited by abkarch on Dec 4, 2010 at 09:33 PM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 5, 2010 06:58 AM    Msg. 16 of 29       
Quote: --- Original message by: Invader Veex
Quote: --- Original message by: IcePhoenix
So they're V2, in what way?


better models, better textures, better animations, newer tags. here's a link to the old: http://hce.halomaps.org/index.cfm?fid=4002


oh wow those are like what now 2 years old


joe55
Joined: Dec 5, 2009

You are beyond helping, gtfo.


Posted: Dec 5, 2010 07:26 AM    Msg. 17 of 29       
Quote: --- Original message by: Hydrogen

im not stealing credit

teh lag gave me them to fix up problems and to release.


everyone in the credits has contributed to these new ones
Edited by Hydrogen on Dec 4, 2010 at 06:56 PM


i actualy meant something else but nvm your bipeds are fine.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Dec 5, 2010 09:10 AM    Msg. 18 of 29       
Mind fixing your brute's AI? They are as annoying as hell, spamming their unlimited grenades where they should behave like gorilla beasts.

-zekilk
Edited by cyboryxmen on Dec 5, 2010 at 09:11 AM


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 5, 2010 03:46 PM    Msg. 19 of 29       
Quote: --- Original message by: joe55
Quote: --- Original message by: Hydrogen

im not stealing credit

teh lag gave me them to fix up problems and to release.


everyone in the credits has contributed to these new ones
Edited by Hydrogen on Dec 4, 2010 at 06:56 PM


i actualy meant something else but nvm your bipeds are fine.


there not my bipeds... teh lag just gave me the newest ones to fix up for him...




and to the guy above me ask gamma for the AI tutorial. that will help you


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Dec 5, 2010 08:50 PM    Msg. 20 of 29       
Quote: --- Original message by: cyboryxmen

Mind fixing your brute's AI? They are as annoying as hell, spamming their unlimited grenades where they should behave like gorilla beasts.

-zekilk
Edited by cyboryxmen on Dec 5, 2010 at 09:11 AM

I'm working on better Brute AI. These will actually expand my options, so just wait if you can. If not, you can go into guerilla and remove their ability to throw grenades in the actor_variant tag.


cyboryxmen
Joined: Nov 7, 2010

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


Posted: Dec 5, 2010 10:44 PM    Msg. 21 of 29       
I'm patient. BTW, what are you gonna do with those AIs. A new map?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Dec 7, 2010 12:23 AM    Msg. 22 of 29       
I'd guess H2SPMT.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Dec 7, 2010 11:13 AM    Msg. 23 of 29       
Quote: --- Original message by: cyboryxmen

Mind fixing your brute's AI? They are as annoying as hell, spamming their unlimited grenades where they should behave like gorilla beasts.

-zekilk
Edited by cyboryxmen on Dec 5, 2010 at 09:11 AM


use this and adjust the a.i so that they don't spam the grenades.....


TUTORIAL ON SETTING AND ADJUSTING A.I.
========================================


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.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Dec 7, 2010 06:48 PM    Msg. 24 of 29       
Quote: --- Original message by: cyboryxmen
I'm patient. BTW, what are you gonna do with those AIs. A new map?

Most likely. I have a map I'm releasing alongside a ton of tags that I've been modifying and maybe another one that'll be custom in a few respects. It'll be a while for the latter though.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 7, 2010 10:13 PM    Msg. 25 of 29       
Quote: --- Original message by: jesse
I'd guess H2SPMT.


i think the halo 2 brutes teh lag added in this pack look better then there :P


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 11, 2010 08:06 AM    Msg. 26 of 29       
Quote: --- Original message by: Invader Veex
Quote: --- Original message by: IcePhoenix
So they're V2, in what way?


better models, better textures, better animations, newer tags. here's a link to the old: http://hce.halomaps.org/index.cfm?fid=4002

so there are just SPv2 brutes? weren't SPv2 tags released ages ago? or were the brutes corrupt?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 11, 2010 08:12 AM    Msg. 27 of 29       
Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: Invader Veex
Quote: --- Original message by: IcePhoenix
So they're V2, in what way?


better models, better textures, better animations, newer tags. here's a link to the old: http://hce.halomaps.org/index.cfm?fid=4002

so there are just SPv2 brutes? weren't SPv2 tags released ages ago? or were the brutes corrupt?


OK let me repeat this one more time... these are new ones off of tehlags desktop redone shaders, anims, and other things. yes these are the spv2 ones but they are the most updated as of last week.
Edited by Hydrogen on Dec 11, 2010 at 08:13 AM


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 11, 2010 09:05 AM    Msg. 28 of 29       
Quote: --- Original message by: Hydrogen

Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: Invader Veex
Quote: --- Original message by: IcePhoenix
So they're V2, in what way?


better models, better textures, better animations, newer tags. here's a link to the old: http://hce.halomaps.org/index.cfm?fid=4002

so there are just SPv2 brutes? weren't SPv2 tags released ages ago? or were the brutes corrupt?


OK let me repeat this one more time... these are new ones off of tehlags desktop redone shaders, anims, and other things. yes these are the spv2 ones but they are the most updated as of last week.
Edited by Hydrogen on Dec 11, 2010 at 08:13 AM


trust me, they're better, especially the h2 ones


Nickster5000
Joined: Dec 11, 2010


Posted: Dec 11, 2010 04:48 PM    Msg. 29 of 29       
I owe you and CMT a big thanks. Thanks for releasing these ;)

 

 
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