BTW: If your tired of people killing ur AI make them invincable in Hlmt using dothalo or pump up there shields and health using entity hlmt editor
Halo 2: Project .:AI:.-ZONES- (In progress)
- Shadow LAG
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- xheadshotmastax
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- Shadow LAG
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In Insolence they used the actual value that the bitmask makes, instead of making it bits. In Entity we changed it to use the bit placement, because if you just add the bit value, then you'll end up just using it like an enum. If you have a problem with this, don't use Entity plugins......If enough people complain, I can make a converter (or anybody with some spare time). The other thing is that when you use a value, "bits" over lap and so you get values that don't match what you checked in the editor, which is really annoying.Agent ME wrote:Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.
In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.
And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
Sweetness.......Visual Security: 9-block IP Identification
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
So how do I get the plugin to work right?TheTyckoMan wrote:In Insolence they used the actual value that the bitmask makes, instead of making it bits. In Entity we changed it to use the bit placement, because if you just add the bit value, then you'll end up just using it like an enum. If you have a problem with this, don't use Entity plugins......If enough people complain, I can make a converter (or anybody with some spare time). The other thing is that when you use a value, "bits" over lap and so you get values that don't match what you checked in the editor, which is really annoying.Agent ME wrote:Odd because when I use that in Insolence, setting anything in Flags section doesn't save, and they all say "not initially created" is true.
In Entity none of the ai squads have anything checked off, and if I check anything and hit save, it doesn't seem to save.
And aren't bitmasks supposed to have the options values going as 1, 2, 4, 8, 16, etc, rather than simple 1,2,3,4,5...?
- Shadow LAG
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respawning without a script is non user friendly compatable because it requires you to use a BIPD that non-modders do not support
sorry this is so offpost but I didn't want to double post. My friend could be bullshiting me but he said he spawned to people at a time by only making sure easy and legendary squads were set to 2 and a squad of 2 spawned. I could verify this ingame, but I'm not sure if hes telling me the whole truth.
sorry this is so offpost but I didn't want to double post. My friend could be bullshiting me but he said he spawned to people at a time by only making sure easy and legendary squads were set to 2 and a squad of 2 spawned. I could verify this ingame, but I'm not sure if hes telling me the whole truth.
Long live Detox
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
- latinomodder
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HaloGod911
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- Shadow LAG
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its through the same way snipers in the mist chainspawn. Non-modders cannot see it though (I suspect). I tried 12 spawns and it like wierded up and the AI don't show up on my map now, but yes Im glad it worked for u.
Long live Detox
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
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imgettinowned
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This is just an Idea, but how insane would it be to use the SP level where you're flying the banshee hunting down the hertetic, aka, the first arbiter level, and turn it into an all out aerial war. Make it a multi team game, one team to each platform, have ai turrets defending each. Give each team a certain number of ai pilots. Give each team a certain number of those giant attack ships with the three turrets on the bottom. No rockets on maps, only fuel rods.
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xtremegamr457
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smacktalker
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good point spammy... it came on my mind right after trulife said the paths where in the reflexive 576... so i copied all over the stuff.. AND THEY'RE SMART NOW! well only a little. they actually run after me, dodge away and stuff its awesome.. i've did it on my Conduit map.Spammy wrote:What if you copied the paths reflexive from the map the BSP was converted from. IE take the reflexive from the scnr of highcharity.map and add the reflexive to the high_9 conversion map. Wouldn't the paths that are already set in the reflexive you copied over match to the converted BSP?
so far i've just used the Elite and Masterchief BIPD to test out the stuff..
i'll now inject the floodcarrier, and the other infected.





