
Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jan 8, 2011 05:38 PM
Msg. 1 of 7
Hey all, I have a quick question: How do you make AIs guns disappear after killing them?
I know this can be done as it was done in Firefight-Portent.
How do you do this? Through scripting or something else?
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jan 8, 2011 09:30 PM
Msg. 2 of 7
Weapon tags in Halo CE can be destroyed when a AI/Player drops them. The Fuel Rod Gun (in Halo Combat Evolved, the gun I am talking about is the one that the black armored grunts have in the levels (I think) c40 (Don't know the actual name, however its after when you bring back the index, and the monitor decides to kill you) and The Maw. The actual thing I am talking about is a detonation option.  Make sure you check the option: detonates when dropped Additionally if you want to have an effect happen when the gun detonates, then you must change one setting: Change the highlighted box to an effect file you made for it. Edit: Additionally I just noticed that the color background the forum uses for posts almost looks like the color background the tags use XD Edited by Codebrain on Jan 8, 2011 at 09:31 PM
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jan 8, 2011 09:40 PM
Msg. 3 of 7
There is a script command to do what happens at the start of a10 when u kill the grunts and they don't drop a gun:
(unit_doesnt_drop_items (ai_actors start_covenant))
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jan 8, 2011 09:51 PM
Msg. 4 of 7
Quote: --- Original message by: Muscl3r There is a script command to do what happens at the start of a10 when u kill the grunts and they don't drop a gun:
(unit_doesnt_drop_items (ai_actors start_covenant)) or you could do this instead of mine, I never knew that command existed! :o
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jan 9, 2011 01:39 PM
Msg. 5 of 7
Okay, could you be more specific on what I have to do? Here is the script (script startup scriptname (unit_doesnt_drop_items (ai_actors start_covenant)))
Here is the error: 01.09.11 11:34:55 sapien pc 01.00.00.0609 ---------------------------------------------- 01.09.11 11:34:55 reference function: _write_to_error_file 01.09.11 11:34:55 reference address: 401b13 01.09.11 11:34:55 Couldn't read map file './sapienbeta.map' 01.09.11 11:34:55 *found 2 adapters... 01.09.11 11:34:56 CreateDevice succeeded with refresh rate = 0 01.09.11 11:34:57 Increasing sound decompression buffer size to 1048576 bytes 01.09.11 11:35:40 WARNING: 11 clusters in structure_bsp levels\test\stgrove\stgrove have no background sound or sound environment. 01.09.11 11:35:40 local player 0, weapon (0x0), deleted unexpectedly 01.09.11 11:35:46 this is not a valid ai encounter or squad.: start_covenant)))---< 01.09.11 11:35:46 recompiling scripts after scenarios were merged. 01.09.11 11:35:46 this is not a valid ai encounter or squad.: start_covenant)))---< Do I need and encounter called start_covenant? I'm so confused on this. Thanks.
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Codebrain
Joined: Sep 29, 2007
/meme
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Posted: Jan 9, 2011 02:07 PM
Msg. 6 of 7
Replace "start_covenant" with whatever your ai encounter is called.
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Jan 9, 2011 03:31 PM
Msg. 7 of 7
yeah forgot to mention that
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