Sapien- editing the encounters in single player maps

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EchoRanger449




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Sapien- editing the encounters in single player maps

Post by EchoRanger449 »

I've noticed so many encounters in b30 that are never used...

So I'd like to unleashed some of them.

First off, I noticed that some of the first_positions_starting blocks have a red "no" sign on them. I'd like to know how to remove that.

I'm trying to figure out how to create new instances and all that... mainly two things that's taking the longest time:
1.) creating an encounter that is not immediately activated upon the beginning of the level
2.) creating an encounter that causes actor variants to run, enter, and drive/fly vehicles*

*I could just set it so AI automatically spawn in vehicles, but then flying vehicles, say, the banshee, will try to run you over, unlike the banshee from the beginning of the "assault on the control room" where the banshee keeps his distance while attacking you.

There are several encounters that were created, but not completed that show 4 banshees (with elites spawn points) and at least 2 ghosts (with spawn points as well) near the beginning of b30.

If I can, I plan to start the level with the banshees chasing the pelicans, shooting down one (sparing the player's). The player's pelican will be tiamat's Spelican (the one with the back turret). The only problem with that one also is that the pelican's turret refused to turn for my spartan ally when he tried to shoot them down (possibly editable in the scenario also?).

Thanks for taking time to read this and any help is appreciated!
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InvaderVeex





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Post by InvaderVeex »

I've tried exactly the same thing. And practically the same idea. I had a pelican already crashed with the two pelicans coming in (except with N-Pelican).

I've tried adding AI and tried getting existing ones in vehicles (but without scripting....is that required for the vehicles?). No good.

So: I too would like an answer. Although CtrlAlt might have the answer. There was a Spirit (cdropship) supposed to drop off Ghosts and he enabled that....
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Post by bricksarefun »

You need scripting to do that, and without the source scripts you'd have to recreate the entire level's scripts from scratch. CAD said ZTeam would release the scripts when they finish their SP If that ever happens >_>
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InvaderVeex





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Post by InvaderVeex »

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EchoRanger449




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Post by EchoRanger449 »

Yeah, I looked at that.

Well, it looks like it'll take more than a couple of days to get what I wanted into the map. So I'll have to stick with just trying to get the "ai to follow the player" command into the scenario.

I posted on h2vista-
http://www.h2vista.net/forums/showthread.php?t=7913

Hopefully someone will reply.

The biggest challenge with map-making and modding is that the most important elements aren't easy to learn about- I mean, I'd think that since HEK is an "official halo tool", gearbox or someone would've written a pretty extensive tutorial about most things you would need to know (yes I looked at the original tutorial).
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