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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI are not respawn back help

Author Topic: AI are not respawn back help (6 messages, Page 1 of 1)
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sshers4
Joined: Apr 28, 2013


Posted: Jul 28, 2014 11:50 AM    Msg. 1 of 6       
I am using BC spooky hollow mp the one crypt made and when I added an A.I and then kill them all they don't respawn back.

I did typed the number on delay respawn but still didn't worked.


I am using Open Sauce by the way.


sshers4
Joined: Apr 28, 2013


Posted: Jul 28, 2014 03:59 PM    Msg. 2 of 6       
It's half life 2 zombies.


sshers4
Joined: Apr 28, 2013


Posted: Jul 28, 2014 04:09 PM    Msg. 3 of 6       
Quote: --- Original message by: Rododo
Quote: --- Original message by: sshers4
It's half life 2 zombies.


Whatever, but your post doesn't have a screenshot. We can't help you without a screenshot.


I am using my phone I will have to get on my computer once my brother is finished then I will screenshot.


sshers4
Joined: Apr 28, 2013


Posted: Jul 28, 2014 05:38 PM    Msg. 4 of 6       
Quote: --- Original message by: Rododo
Quote: --- Original message by: sshers4
It's half life 2 zombies.


Whatever, but your post doesn't have a screenshot. We can't help you without a screenshot.



Okay here is the screenshot




sshers4
Joined: Apr 28, 2013


Posted: Jul 28, 2014 07:04 PM    Msg. 5 of 6       
Quote: --- Original message by: Rododo

You should also post a screenshot of the encounter properties. Anyway, if the problem is REspawn, how you said, set the highlighted value (respawn total) to something very high, like 9999 or similar.

http://i.imgur.com/xlGNcNs.png

If the problem is the SPAWN, upload a post of the properties of your encounter.

Quick tutorial of what do those things do:

Platoon: used for things like retreating and advancing. Never used them, they work with scripts, as far as I understood.

Initial - return state: When the actor spawn, what will they do? What will they do when there are not any more enemies? Moving randomly means they walk around quietly, other settings do other things.

Don't know about the flags. "Automatic migration", though, is used along with the script to make them follow player.

Unique leader type: in campaign, it is used to automatically make the actors spawned Johnson or the other sergeant.

Manuever to squad: never used this, it is a bit tricky and needs scripts to work, AFAIK. Widely used in campaign mode, it allows for more "soldier-like" behavior, like following a player, retreating to a safer position, advancing (like the marines in the beach of the Silent Cartographer) and other stuff.

Squad delay time: Don't know.

Attacking/defending/searching firing positions: When you place firing position, in "properties" you notice you can set those firing positions to be A, B, C or whatever. You can assign different firing positions for different situations. When they are attacking, you can assign firing positions to them so that they will go closer to enemy positions, for example, and at the same manner you can instruct them to search for hidden spots while defending.

Pursuing: when certain conditions, defined in the "actor" tag used by your actor variants, are met, the actor will follow an enemy moving to the "pursuing" firing position.

Normal\Insane difficulty count: when the squad is placed via script, this many actors will spawn at once, depending on the difficulty.

Major upgrade: how likely is a major variant of the actors to appear among the AI placed. To see the exact percentage, check globals\globals.

Spawn min actor: when there are no more than this number of actors, another actor will spawn.

Respawn max actor: actors will stop spawning when there will be this many.

Spawn total: how many actors can TOTALLY spawn from this squad.

Spawn delay: how much time will take for an actor to spawn when the above conditions are met.
Edited by Rododo on Jul 28, 2014 at 06:14 PM



I got it working thank you so much :)


nihao123456ftw
Joined: Mar 24, 2012


Posted: Jul 28, 2014 11:17 PM    Msg. 6 of 6       
I'm pretty sure if you leave spawn total to 0 it assumes that it can spawn an infinite number of times

EDIT:: ok, im not actually sure at all

EDIT 2:: Actually yeah i'm pretty sure now :) http://www.modhalo.net/index.php?/topic/25124-halo-ce-sapien-ai-move-help/
Quote:
...Set up respawn time, and ect, respawn total should be "0" so they would keep respawning...

Edited by nihao123456ftw on Jul 28, 2014 at 11:20 PM

 

 
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