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Making Co-op come to life!
Posted: Sun May 09, 2004 12:06 pm
by Templar
Well everyone is singleminded on Co-op;
If you can't open SP maps, you can't do Co-op!
WRONG
Well HEK cannot open up SP levels (yet) so I thought "Hey, I can make new levels, why not just add AI and have a set objective?" Well I am! Heres the details:
It'll be up to 4 players, maybe AotCR sized, and full of Covie, Flood AI. Players will be Covies, and play as Elites, golden with sword (as a weapon that cannot be removed) and your choice of any other weapon. Feedback?
Posted: Sun May 09, 2004 12:11 pm
by grunts r us
Dude that sounds awsome, this will be big when ur done, wow
sweet dude.
Posted: Sun May 09, 2004 12:16 pm
by Templar
Thanks, I'm going to start working on it when I'm done downloading Max5. Expect more updates later this week (the speed is being gay, 10kb/s one second, 60 another, 3 the next...It's taking forever....)
Posted: Sun May 09, 2004 12:21 pm
by XwitX
woah gl with that one templar, IM me if you need help dude.
Posted: Sun May 09, 2004 12:25 pm
by Ali
Too bad you won't be able to do it. HEK didn't come with the SP tag files(Elite/Grunt/etc. characters, and so on). Sure, there is a section called "AI" and whatnot in Sapien, but you won't be able to use them without the SP tag files.
The First Strike MOD is stuck at this step, too. Here's a link to a possible solution:
http://gbxforums.gearboxsoftware.com//s ... o=&fpart=1
Posted: Sun May 09, 2004 12:28 pm
by Templar
I'll try that. I'm good at figuring out problems, and even if I can't figure it all out, this will still be a hell of a cool MP level
Posted: Sun May 09, 2004 12:46 pm
by hydroxic
sounds great, good luck on figuring this out
Posted: Sun May 09, 2004 6:08 pm
by DarkAngel117
just to let ya know you can make your own AI tags (actor, actor variant etc.) in guerilla, (i already posted this on first strike forums so they can either find another way around the problem or make their own)
Posted: Sun May 09, 2004 6:20 pm
by Templar
I'm gonna do that a little later, I need to figure out how to go from Maya to Max (i'm designing in maya, and texturing in max.)
Posted: Sun May 09, 2004 7:46 pm
by Ali
DarkAngel117 wrote:just to let ya know you can make your own AI tags (actor, actor variant etc.) in guerilla, (i already posted this on first strike forums so they can either find another way around the problem or make their own)
I haven't seen it in the forums, could you link please?
And I don't think that Guerilla can make new tags out of thin air, only just modify. Personally, I would rather want something that extracts from the HaloPC map files into a format that is usable with the HEK files. So that way, we can have the tags AND the original maps themselves to examine(how AI works, cenematics, etc.).
Posted: Sun May 09, 2004 8:03 pm
by EnderWiggin
Great idea, why did nobody come up with that sooner?
Walker
Posted: Mon May 10, 2004 4:17 am
by {IAS}Bunkerking
maxplugins.de has max plugins so can import other formats
Posted: Mon May 10, 2004 9:08 am
by Ali
Ollie wrote:Yeah, but you can export ypur tags as something else with guerilla... w/e or at least.. n/m I'm gonna check somethin
It can only import when another tag is open, I believe. And besides, it only imports text ASCII files(everything in plain english), not meta tag files that HMT exports.
Posted: Mon May 10, 2004 3:32 pm
by TsukasaZero
Unless GB altered how netcode transfers, good luck.
And btw, GB themselves gave up because they said it wasn't possible without altering core game bianaries.
Posted: Mon May 10, 2004 5:42 pm
by Flare8
Well I saw a movie from CE tut level with AI in it..Just give it a covie model. Is that what your talking about when you say createing tags?
Posted: Mon May 10, 2004 6:18 pm
by Ali
Could you please provide a link to the said movie?