Official AI Zones In MP Tutorial

Tutorials for the Xbox version of Halo 2.
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grimdoomer




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Official AI Zones In MP Tutorial

Post by grimdoomer »

Ok first, I know I sayed this was coming out a very long time ago but I was procrastinating about it, but here it is.

Things you will need:

H2Core & H2Guerilla
Enitity 1.3.9
Updated AI Zones Plugin

1) Open up H2Core and decompile Your single player and multiplayer maps of choice BUT make sure you decompile your SINGLEPLAYER MAP FIRST or you will have currupted sounds and models.
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2)After bolth maps have been decompiled, Open up the scenarios of bolth of the decompiled maps, you might want to tile them. This is the confusing part, In your single player scenario hit the copy all button in the Biped pallet chunk.

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Then in your multiplayer scenario goto the Biped pallet and hit insert.

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You have just inserted the entire Biped pallet, Now do the same for the following:

Weapons pallet
Vehicle pallet
Characters
AI squad types
AI squads
AI encounters
AI Zones
AI triggers - unkown 11


3)Once done Hit Save. If you want to have your AI respawn then reffer to the folowing tutorial but ONLY FOLOW STEPS 7-12!!!!. If not then Keep folowing this Tutorial.

http://forums.halomods.com/viewtopic.php?t=70351

4)After doing all of the prevouse steps hit save. Now close bolth scenarios and open up the BSP scenarios for bolth maps. If you campiagn map has more then one get the first one in the list.

5)Now in your single player BSP find unkown 16, This is the AI zones pathfinding chunk. Hit copy all and give it a second to copy its relly big! Then in your multiplayer BSP find unkown 16 and hit Insert. Once done hit Save.

6)Open your multiplayer map in H2Core and goto Map - Rebuild. Select the scenario of the map, Then check keep exsiting spawns. Then hit Rebuild, Depending on your computer this could take 5 minutes or it could take 3 hours.
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7) Once your multiplayer map is done compiling open it up in Entity 1.3.9. Goto the biped tag and select any character BESIDES masterchief, masterchief_mp, and elite_mp.

8_A)Once done still in your multiplayer map you just compiled in entity 1.3.9, and navigate to the sbsp tag of your map. Once there click the litle plus sign in the corner and click view BSP. Fly around and find a cuple spots where you would like you AI to spawn at, then copy down the X, Y, and Z cooridinates located at the bottem of the screen. Write these down because you will need them later.

8_B)Once done find the HLMT tag in the gid next to it, Right click it and hit goto.
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9)After that right click in the grid again, but this time hit Display Idents.

10)Then Null ALL the uldge sounds like below.
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11) Do the same for every Biped.

12) Now go to the sceanrio tag and select your maps scenario, Then goto the meta editor. You will need the plugin above. Scroll down to the AI squads Box. Select any squad you want and check start up in mp and any others that you wish. Make sure that you change the intial state to 0 or any other movment that you wish but it cannot be 0!!!Then scroll down to Starting Locations. Folow the picture below to null any set options in the Starting Location, then put in a set of coordinates that you found earlyer. NOTE: if you want you AI to drive vehicles yes the actully drive now, then you must use a character that physicly can drive that vehicle. EXAMPLE mariens can drive warthogs and pelicans flood infecions cannot drive a ghost(although that would be cool).

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13) In the AI Ecounters goto the Zones part and put your AI squad's spawn cooridinates in for the zone and make the raduis about 300. Use a new zone for every squad.
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And that pretty much sums up our tutorial on AI zones.

CREDITS:
suppermodder911 - 212 and AI reaserch couldent have done it with out you.
xbox7887 - AI research
Truelife8342 - AI research
TheTycoman - AI research
-DeToX- - AI research
kornman00 - AI research
PokeCancer, Anthony - H2C and H2G and Entity
Last edited by grimdoomer on Sat Nov 10, 2007 10:45 am, edited 5 times in total.
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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
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Post by PlasmaGhost »

Nice! What a coincidence, I was just finishing up your other AI tut when I found this. Luckily, I stopped right after I compiled the scripts so now I can still do this tut :D
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Post by -DeToX- »

Awesome tutorial, could be a bit more organized, but its still awesome.

PS: Remove the capitals in the title. It makes it look.... dumb.
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Post by mr_penguin »

This looks like it will work but I'm a little unsure about the zones. I think the game will freeze if you don't have that reflexive from the sp bspv which know one tells you about.

I the game always freezes when I add the zones a triggers. As long as their not there the game doesn't freeze.
Last edited by mr_penguin on Sat Nov 03, 2007 1:02 pm, edited 1 time in total.
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Post by grimdoomer »

this is the exact way i did in the foundation zones map trust me it works. Now lets see some mods and im gunna start a Zones map pack soon, well mabey
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Post by mr_penguin »

well, here goes another try at it, like the 10th time trying to use zones.

Edit: You may want to fix this

Code: Select all

2)After bolth maps have been decompiled, Open up bolth scenarios of the decompiled maps, you might want to tile them. This is the confusing part, In your single player scenario hit the copy all button in the Biped pallet chunk.your single player map of choice. Once done, open up you multipler map of choice and goto Map -Decompile. NOTE you must decompile you single player map first or you will have currupted sounds and models.
Last edited by mr_penguin on Sat Nov 03, 2007 1:23 pm, edited 1 time in total.
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Post by DirtJumper »

well awesome tut, now I can use those commands yea. Im off trying this and its probably going to work, thanks grimdoomer.
Awesome tutorial, could be a bit more organized, but its still awesome.

PS: Remove the capitals in the title. It makes it look.... dumb.
yea and maby fix up the wording too
Last edited by DirtJumper on Sat Nov 03, 2007 1:31 pm, edited 2 times in total.
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Post by grimdoomer »

yea it was sloppy but people have been beggin me for it so I decided i would post it so thats about 3-4 things less i can pacrastinate about. Now if only i could finish my new app XHalo then i would be happy.
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Post by DirtJumper »

do I decompile recursively?

I just thought of the sweetest Idea, Im going to put zones in turf so people on kai can play ai that move without lag. and I know if I put respawn scripts in it will lag but there is a way to sync them cuz the elongation scripts run flawlessly.
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Post by L0d3x »

grimdoomer wrote:yea it was sloppy but people have been beggin me for it so I decided i would post it so thats about 3-4 things less i can pacrastinate about. Now if only i could finish my new app XHalo then i would be happy.
Well I wouldn't say I was begging for it :D.

Anyways I am very excited to see this tutorial. I'm gonna try it as soon as I get some free time.
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Post by DirtJumper »

by the looks of it this can be done with entity, i'm trying it!
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Post by mr_penguin »

it doesn't work
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Post by grimdoomer »

no it cant be done with entity and yes it does work try again or check to make sure you did everything correctly did you do the bsp part cus with out that it wont work?
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Post by L0d3x »

So grimdoomer, is it now possible to succesfully script AI vehicles (as in the script actually works)?
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Post by grimdoomer »

well if i could get H2Guerilla and entity to not fuck each other over i could test it i mean i have scripts that work i just cant get anything to work. I would say yes you can but its a very moderate process, Im working on it now along with my BSP object idea i just cant get anything to work if you want to help out or see the scripts just hit me up on aim at xXplayerificXx
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Post by DemonicSandwich »

grimdoomer wrote:no it cant be done with entity
Why so?
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Post by mr_penguin »

this is not what you did for foundation.

I opened your foundation map and theres nothing in unknown 11.

why would I have to put reflexive 16 in reflexive 11, they are two different offsets.

And nulling the ai orders index would cause the ai to loose their zones. Some parts of the tut don't even make any sense so I kind of got lost at "2". You said to decompile after adding the chunks, um, I don't think you can do that.

I would suggest revising your tut.

You did a good job but it looks like rushed and maybe missed something, I tried twice and the same thing happened each time, BLACK SCREEN.
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Post by grimdoomer »

ok unkown 11 is AI triggers in some plugins its not labeled AI triggers causeing it to be unkown 11. It basicly mean this chunk is AI triggers or unkown 11. Unkown 16 is in the BSP wich is path finding causeing them to not run into walls like retards. yes i see that decompiling part i had to copy and past for explicate reasons.
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Post by DirtJumper »

so how can't it be done in entity, your plugin can be used in enitity and all of the reflexives can be transfered using entity. What in this tut can't be done in entity?
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Post by grimdoomer »

no entity is only for the AI configuration offset 212 or Unkown 16 is path finding it shows the AI the geometry of the map so they dont walk into walls like dumb fucks. entity can transfere it for some reason i only know one person who did it and i wont say his name cause it could get him and me into trouble. SO DONT talk about it. unkown 16 has over 6000 subchunks so yes its fucking huge probally why entity cant handle it.
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AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
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