AI ZONES IN MP!!

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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Anthony




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Post by Anthony »

heh we found AI Zones, AI Vehicles, and AI Encounters all in a matter of a few min :P when I say we I mean Trulife and I
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Trulife8342




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Post by Trulife8342 »

yeah we know we own.
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Post by Supermodder911 »

that dosent mean i wont try truelife but im realy workin on it and thanks for all of your help and sorry kornman u did have alot to do with ai in mp
Last edited by Supermodder911 on Fri Mar 16, 2007 9:25 pm, edited 1 time in total.
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Post by snakejknight »

i love the idea, in my personal opinion supermodder911 probably can do it with a little help

good luck man, i hope u pull this off
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Post by Supermodder911 »

ok well i am sorry for everything did wrong in the last two days but i guess i was cranky cuz i didnt get much sleep since two days so i will be more careful in what i say sorry to everyone i might of pissed off again im realy sorry especaly to kornman and milyardo so again im sorry
Last edited by Supermodder911 on Fri Mar 16, 2007 9:26 pm, edited 1 time in total.
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Anthony




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Post by Anthony »

heh I can do it to :P

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Supermodder911




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Post by Supermodder911 »

dose that mean the problem with core and zones was fixed great job if it was
Last edited by Supermodder911 on Fri Mar 16, 2007 9:26 pm, edited 1 time in total.
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Anthony




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Post by Anthony »

supermodder911 wrote:dose that mean the problem with core and zones was fixed great job if it was
yea pokecancer fixed it :P
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Post by Supermodder911 »

good job it will make what im doin alot easier when its released good job anthony and pokecancer
Last edited by Supermodder911 on Fri Mar 16, 2007 9:26 pm, edited 1 time in total.
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Post by VSG19902 »

Well, I'm glad to see we are back on track. To OwnZ joO and DarkMetal, I was just upset because I think you can make nicer replies to people that's all. Sorry if I offended any of you. :)
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Post by kornman00 »

*ignores previous posts*

I was trying to tell you what your looking at wasn't ai zones. They're stored in the scenario tag. I'm not entirely sure what exactly the data your looking at in structure bsp is since the things I have to do, don't really require me to investigate that data (atm anyway :/), but I do have a pretty good understanding of how Bungie structures their data and where the ai for missions are. So calling them "ai zones" really isn't right.
Now, I'm sure the ai probably pulls data from that tag block at 212 (its really at 196 since the structure bsp header isn't really apart of the actual structure_bps tag) but, like I and other people have mentioned, the structure bsp would contain data that is created by the editing tools automatically for the ai to use to do things like perform pathfinding or interacting with their environment, etc.
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Anthony




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Post by Anthony »

kornman00 wrote:*ignores previous posts*

I was trying to tell you what your looking at wasn't ai zones. They're stored in the scenario tag. I'm not entirely sure what exactly the data your looking at in structure bsp is since the things I have to do, don't really require me to investigate that data (atm anyway :/), but I do have a pretty good understanding of how Bungie structures their data and where the ai for missions are. So calling them "ai zones" really isn't right.
Now, I'm sure the ai probably pulls data from that tag block at 212 (its really at 196 since the structure bsp header isn't really apart of the actual structure_bps tag) but, like I and other people have mentioned, the structure bsp would contain data that is created by the editing tools automatically for the ai to use to do things like perform pathfinding or interacting with their environment, etc.
yea and me and trulife found the Zones in the scnr :wink:
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Post by Trulife8342 »

yepp yepp, but Kornman, are you sure 212 wouldnt be the reflexive they pull tje pathfinding information from, if not ill look at 196, but if it truly is only for p.f then I doubt it would be needed for a MP mod with AI, but well see, sorry anthony for signing of wife came home.
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Post by DarkMetal »

It's funny, kornman, cause when you said offset 196, I was looking in the crappy ifps and there's 16 unused bytes at offset 196... I know we're talking about the reflexive at 212, but still...
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Post by Anthony »

Trulife8342 wrote:yepp yepp, but Kornman, are you sure 212 wouldnt be the reflexive they pull tje pathfinding information from, if not ill look at 196, but if it truly is only for p.f then I doubt it would be needed for a MP mod with AI, but well see, sorry anthony for signing of wife came home.
na dont worry about it, I had a feeling it was that so its all good :P

we will work on something tonihg and test what 212 is in the bsp because I rebuild it into coag, i can do any other map u want too
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Trulife8342




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Post by Trulife8342 »

well my core is working now, so I can decompile and rebuild also
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Anthony




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Post by Anthony »

Trulife8342 wrote:well my core is working now, so I can decompile and rebuild also
ok cool, but can yours rebuild in a min? :wink:

btw im at school and I have a Baseball game today so thats why I said tonight :P
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Trulife8342




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Post by Trulife8342 »

oh ok, and nah it cant rebuild in one minute lol, But still I might have those reflexives in and linked by the time you get but im gonna wait for you to get back to look at 212 & 196

Edit: bro I still cant open more than 2 tags in H2G, and thats not good.
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Anthony




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Post by Anthony »

Trulife8342 wrote:oh ok, and nah it cant rebuild in one minute lol, But still I might have those reflexives in and linked by the time you get but im gonna wait for you to get back to look at 212 & 196

Edit: bro I still cant open more than 2 tags in H2G, and thats not good.
yea thats really weird because I tested right as you sent me a message telling me that, it worked fine for me. just have to give it sometime even if it looks like it closed

btw its only 212 that we need to test because kornman was saying it would only be 196 if you werent factoring in the bsp header and since we are its 212 so really we are talking about the same thing
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Post by shade45 »

DarkMetal wrote:It's funny, kornman, cause when you said offset 196, I was looking in the crappy ifps and there's 16 unused bytes at offset 196... I know we're talking about the reflexive at 212, but still...
u need the lastest ifp

Change offset to 212 before adding this to an ifp that doesnt have the bsp header mapped out

Code: Select all

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