problem
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- Posts: 732
- Joined: Sun Jan 11, 2004 3:34 pm
problem
i succesfully rebuilt bloodgulch with the specialelite major plasma rifle and i did the stuff in HHT but when i play i get an exception error
can anyone give me a tut on just the HHT part for AI because i have searched and found about 14 tuts on AI but all say the same things or new things that dont seem to make a difference
can anyone give me a tut on just the HHT part for AI because i have searched and found about 14 tuts on AI but all say the same things or new things that dont seem to make a difference
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- Posts: 79
- Joined: Wed Jan 21, 2004 9:47 am
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If your getting an exception, and you followed the procedures, then you changed somthing you should not have or have rebuilt a map that corrupted at some point when you added or removed somthing in rebuild. I would recommend starting over from scracth, and edit a map thats not been rebuilt first, or choose an existing map. exception errors are bad and usually not easy to fix wihout rebuidling it. List the steps you did, cause unless your swapping somthing out your not supposed to be then HHT should not be the cause. Now unless your choosing a diff model thats not supposed to be displayed such as making a Gun a boulder graphic for example, i have never gotten and exception error with HHT.
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- Posts: 732
- Joined: Sun Jan 11, 2004 3:34 pm
no i thought sumthin like that would happen so i didnt take away or add anything except the elite special major plasma rifles.actv
the reason i thought HHT was the problem was because when i learned how to do AI it sed respawn with the ghost but i didnt think it mattered which vehicle so i did rwarthog
after that didnt work i started in HHT and did the ghost and still nothing so im dumb
i think i mite have the problem tho
when i was rebuilding the map a popup came and sed have new verticies been added to the BSP chunk and i clicked yes not knowing if it was right or not and i had to load something so i sed to myself screw it and i clicked no and it worked fine
if im supposed to load sumthin then someone tell me wut so i can finish my mod
the reason i thought HHT was the problem was because when i learned how to do AI it sed respawn with the ghost but i didnt think it mattered which vehicle so i did rwarthog
after that didnt work i started in HHT and did the ghost and still nothing so im dumb
i think i mite have the problem tho
when i was rebuilding the map a popup came and sed have new verticies been added to the BSP chunk and i clicked yes not knowing if it was right or not and i had to load something so i sed to myself screw it and i clicked no and it worked fine
if im supposed to load sumthin then someone tell me wut so i can finish my mod
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- Posts: 79
- Joined: Wed Jan 21, 2004 9:47 am
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all you have to do is extract recursivley the actor variant of the AI you want into the character folder under the folder of the map you extracted. Rebuild the map adding in the actr and the actv meta files, say no to indicies and vertices UNLESS you have added the model, if your adding the model you have to follow the PMI tut. But for the ai controllers you do not need to add verts and indicies during rebuild.
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- Posts: 732
- Joined: Sun Jan 11, 2004 3:34 pm
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- Posts: 79
- Joined: Wed Jan 21, 2004 9:47 am
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- Posts: 732
- Joined: Sun Jan 11, 2004 3:34 pm
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- Posts: 79
- Joined: Wed Jan 21, 2004 9:47 am
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when it asks for those files unless your adding the model, just click no :0 and it wont ask for the BSP its asking for those if you chnaged the models and added new models to the BSP file, when you do PMI youll see that, you have to save 3 files from the extract bsp/models sections wich makes an indicie vertice and bsp file, then create a model file, then extract the raw data from that and thi sin turn makes newer files of those 3. when you go to rebuild it asks for these three files to update your rebuilt BSp so it builds them in with your corrected model from those verts and indicies. This has nothing to do with the AI actr actvs being added to your map for rebuild. Only to changes to the BSP so by saying no to the first question, it shoudl work just fine for you.
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- Posts: 732
- Joined: Sun Jan 11, 2004 3:34 pm
what i do on HHT, is just go into the vehicles tag, select a vehicle (anyone works), go down to the SECOND actv/set of actvs...for some reason theres 2 actvs, and i dont think anyone knows y...and then i just go to swap, find the character i want, and hit the swap button
and be sure the map ur using was unmodded originally
my 2 cents u might already know
and be sure the map ur using was unmodded originally
my 2 cents u might already know
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- Posts: 79
- Joined: Wed Jan 21, 2004 9:47 am
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open the map with HHT.
go to the [vehi] vehicle tag you want the AI in. <exp banshee>
on the right side you will see the dependcy swapper and below that a window listing the dependencies of that vehicle. at the bottom of those youll see an entry for "actv - nulled out". This is what you want.
choose from the list the Ai you want, like character\elite\elite whatever
click the blue swap button.
done.
Now, as you look at that list of dependcies, some vehicles have several actvs. each one of those represents a seat on teh vehicle. also, there is an entry early in the file towards the top that does not do anything at all, just skip the first actv and the next on eyou find will be usually the driver seat of teh vehicle, teh rest following if there are any kinda go passenger gunner and so forth on with more passengers for pelicans, scorpions, and c-dropships. Just ignore that first one and your set.
edit---
you can add to modfiied maps the AIfor any AI, i havent tried models though, but the actvs work fine AOTCR and Vortex can have AI added easily and those are modded maps.
go to the [vehi] vehicle tag you want the AI in. <exp banshee>
on the right side you will see the dependcy swapper and below that a window listing the dependencies of that vehicle. at the bottom of those youll see an entry for "actv - nulled out". This is what you want.
choose from the list the Ai you want, like character\elite\elite whatever
click the blue swap button.
done.
Now, as you look at that list of dependcies, some vehicles have several actvs. each one of those represents a seat on teh vehicle. also, there is an entry early in the file towards the top that does not do anything at all, just skip the first actv and the next on eyou find will be usually the driver seat of teh vehicle, teh rest following if there are any kinda go passenger gunner and so forth on with more passengers for pelicans, scorpions, and c-dropships. Just ignore that first one and your set.
edit---
you can add to modfiied maps the AIfor any AI, i havent tried models though, but the actvs work fine AOTCR and Vortex can have AI added easily and those are modded maps.