
Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 29, 2011 05:08 AM
Msg. 1 of 31
Last thread was made when I was drunk,so sorry it got sucked into the void lol.
I'll start with AI problems - 1. I set AI respawn time to 15-30seconds, and 200-400 seconds, but they just spawn whenever they want. I've set some flood spawners to spawn min 15 max 20 units every 200-400 seconds and make them go XX command list, but seems like they spawn everytime one of them dies -_- 2. AI spawn multiple times - instead of 3 (spawn min 3 max 8 units every 15-30 seconds) they spawn 10 AIs, or instead of one elite commander they spawn 4...
Now comes a question: Is it possible to change AI into other AI? For example: I could use it to make AI swap weapons (pick one from ground - destroy it, destroy AI, place new AI)
And now a request: I need some good covenant sniper actors to make the game balanced... It's not fair when 3 marines headshot every covenant and camp on hills unreachable for covenant weapons -_-
Thank you and sorry for last thread.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 29, 2011 08:16 AM
Msg. 2 of 31
Scripting :D! dun dun DUN.I cant help cause I can't script for poo but have alook on this site
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 29, 2011 08:26 AM
Msg. 3 of 31
Oh well, you didn't help me. I know it's about scripting, but I'd like to see an example because I've never scripted for Halo yet. But all I really need, is to fix the AI problems, and some covenant snipers...lol
It's not nice to see four monitors flying around the map (as an easter egg)...
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 29, 2011 12:53 PM
Msg. 4 of 31
Your problem is probably your minimum and maximum amount of AI. If you have a minimum of 10 AI and maximum of 15 AI, Halo will make sure that there are always 10 AI placed, even if you set the respawn time really high.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 29, 2011 01:23 PM
Msg. 5 of 31
...I thought it spawns min. 10 AIs every XX time? Anyone else? ... Wtf is wrong now? When I try to get my map into sapien, the map loads and I see it for like 1second after it loaded and then sapien closes -_- Edited by Smok Niszczyciel on May 29, 2011 at 01:28 PM
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 29, 2011 04:33 PM
Msg. 6 of 31
Quote: --- Original message by: Smok Niszczyciel
...I thought it spawns min. 10 AIs every XX time? Anyone else? ... Wtf is wrong now? When I try to get my map into sapien, the map loads and I see it for like 1second after it loaded and then sapien closes -_- Edited by Smok Niszczyciel on May 29, 2011 at 01:28 PM Hmmm, it sounds like the infamous problem of corrupted tags. If you look in your ce folder, there should be a txt file called "debug." If you scroll to the bottom of that, it should have a bunch of words written, there might be an error in there.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 29, 2011 04:35 PM
Msg. 7 of 31
Nothing in there.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 29, 2011 04:49 PM
Msg. 8 of 31
Quote: --- Original message by: Smok Niszczyciel Nothing in there. last thing I could think of is to try going into your ce folder, and deleting the sapien.cfg and guerilla.cfg
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 29, 2011 05:10 PM
Msg. 9 of 31
No thanks, this would rather bring me more problems than help me. I just know that. Lol don't argue with me please. Edited by Smok Niszczyciel on May 29, 2011 at 05:11 PM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: May 29, 2011 05:23 PM
Msg. 10 of 31
If debug.txt is empty or missing after running HEK programs, then that means your computer has UAC on, and your not running things as administrator as its making copies of things you can't see, and is making your tag folder into a complete mess. There should be a capatibility view option somewhere to see the real files that its messing with.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 29, 2011 05:43 PM
Msg. 11 of 31
Quote: --- Original message by: Smok Niszczyciel
No thanks, this would rather bring me more problems than help me. I just know that. Lol don't argue with me please. Edited by Smok Niszczyciel on May 29, 2011 at 05:11 PM Yeah, well I think it is the UAC (User Account Control). Are you using Windows Vista? P.S. When I first started modding almost a year ago (wow, it's been that long!), I had the same probelms: "Sapien keeps crashing, this doesn't work that doesn't work, Vista is such an error spammer." etc. :P
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 30, 2011 01:20 AM
Msg. 12 of 31
Vista sucks. The only OS I like is Windows XP. 05.30.11 07:18:31 a hobo pc 01.01.00.0609 ---------------------------------------------- 05.30.11 07:18:31 reference function: _write_to_error_file 05.30.11 07:18:31 reference address: 401b13 05.30.11 07:18:31 Couldn't read map file './a_hobobeta.map' 05.30.11 07:18:31 CreateDevice succeeded with refresh rate = 0 05.30.11 07:18:32 Increasing sound decompression buffer size to 1048576 bytes 05.30.11 07:19:16 WARNING: 11 clusters in structure_bsp levels\test\deathisland\deathisland have no background sound or sound environment. 05.30.11 07:19:16 local player 0, weapon (0x0), deleted unexpectedly 05.30.11 07:19:17 EAX: 0x00000020 05.30.11 07:19:17 EBX: 0x00000001 05.30.11 07:19:17 ECX: 0x000003E4 05.30.11 07:19:17 EDX: 0x00000195 05.30.11 07:19:17 EDI: 0x0013E3A8 05.30.11 07:19:17 ESI: 0x00000000 05.30.11 07:19:17 EBP: 0x0013E280 05.30.11 07:19:17 ESP: 0x0013E270 05.30.11 07:19:17 EIP: 0x7C90E4F4, C3 8D A4 24 ????? 05.30.11 07:19:17 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #3 is not a valid animation_block index in [#0,#3)
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: May 30, 2011 01:35 AM
Msg. 13 of 31
drunk...wtf ever dude...
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 30, 2011 02:29 AM
Msg. 14 of 31
Ok so tell me wtf is going on with this error. When I was leaving sapien,everything was working good but now wtf? Source code is broken>?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: May 30, 2011 03:37 AM
Msg. 15 of 31
corrupt animation tag (most likely from being ripped from a map) Are you using monitor tags, or overwrote your scorpion with a ripped copy?
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 30, 2011 03:49 AM
Msg. 16 of 31
All I did in last map update was putting monitor as a random easter egg... So, I need to re-extract tags?
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 30, 2011 09:33 AM
Msg. 17 of 31
Ah, yes. The Monitor (343GS). Little dude has animation issues, which is why sapien crashes if the Monitor is within the map. I should know, I've done something akin to having 343GS flying around as an easter egg in one of my latest maps.
Simply delete 343's spawn position(s), then delete his biped/actor palette via guerilla, then open up sapien again.
There's also a download somewhere with the uncorrupt animation tags for 343, but I can't find them.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 30, 2011 11:18 AM
Msg. 18 of 31
You could try deleting the .cfg, that' usually what I dow hen I get that one.
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 30, 2011 11:57 AM
Msg. 19 of 31
No, it's because he has 343GS in his map. 343 has corrupted animations when ripped, so it causes sapien to crash when a map with 343 is loaded.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 30, 2011 12:24 PM
Msg. 20 of 31
Quote: --- Original message by: UBE Chief No, it's because he has 343GS in his map. 343 has corrupted animations when ripped, so it causes sapien to crash when a map with 343 is loaded. Oh ok, so whenever you get an error like thyat, it's the animations.
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 30, 2011 12:47 PM
Msg. 21 of 31
Well, considering that: Quote: 05.30.11 07:19:17 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #3 is not a valid animation_block index in [#0,#3) ...then yes, it's the animation that has the issue. Btw, idk if you were being sarcastic or not :x
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: May 30, 2011 01:12 PM
Msg. 22 of 31
Lol thanks guys I'll look for not corrupted animation tags.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 30, 2011 01:58 PM
Msg. 23 of 31
Quote: --- Original message by: UBE ChiefWell, considering that: Quote: 05.30.11 07:19:17 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #3 is not a valid animation_block index in [#0,#3) ...then yes, it's the animation that has the issue. Btw, idk if you were being sarcastic or not :x Well I actually wasn't. But it's all cool.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Jun 1, 2011 07:40 AM
Msg. 24 of 31
Bump. I still need help with AIs.
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Jun 1, 2011 01:06 PM
Msg. 25 of 31
Explain.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Jun 1, 2011 01:17 PM
Msg. 26 of 31
You got it in first post. Too many AI spawn (I tried lowering their min. spawn actors).
And btw, I've got a problem. When a sentinel gets killed and explodes, it has like 500 force and unlimited range. So when sentinel explodes, everything on map gets killed. I can't find tag for the explosion :/
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Jun 1, 2011 02:23 PM
Msg. 27 of 31
Quote: --- Original message by: Smok Niszczyciel When a sentinel gets killed and explodes, it has like 500 force and unlimited range. So when sentinel explodes, everything on map gets killed. I can't find tag for the explosion :/ Re-rip the Sentinel tags - but remember to delete the old tags first. As for the too many actors error, I have no idea. I've successfully put in around 100 AI in one of my older maps (Lockdown_Mombasa_V2) with no errors (aside from the obvious lag :|), so I don't know what might be causing you that error...what map are you trying to put AI in?
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Jun 1, 2011 02:54 PM
Msg. 28 of 31
I'm working on Death Island.
Btw, how can I change sentinel colors and his beam color? I want to make red,gold and blue sentinels, and white-gold beam like in Halo2. Edited by Smok Niszczyciel on Jun 1, 2011 at 02:55 PM
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Jun 1, 2011 02:56 PM
Msg. 29 of 31
Do you know how many AI you're currently putting into your map? Just so I can get an idea of what you're doing.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Jun 1, 2011 05:05 PM
Msg. 30 of 31
Like 100+ active AIs. But this bug makes it like 1k+ lol
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 1, 2011 07:27 PM
Msg. 31 of 31
Death effect is referenced in the model collision geometry, which in turn is referenced in the biped tag at the top. Post screenshots of your encounter and squad setups.
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