AI in MP

Tutorials for the Xbox version of Halo 2.
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Shadowz_O_Death




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AI in MP

Post by Shadowz_O_Death »

AI in MP
by Shadowz O Death

Introduction
This step-by-step tutorial demonstrates how to add AI in MP for Halo 2.

Prerequisites
1. Yelo Xbox Trainer
2. Entity AI v1.3
3. H2Core

Injecting Character
1. Open H2Core.
2. In the menu bar, click "File" then "Open."
3. Double-click an SP map that has the character that you would like to give AI in MP.
4. Navigate to the CHAR (Character) tag.
5. Click on the character that you would like to give AI in MP. I'll be using the Grunt.
6. In the menu bar, click "Meta," "Decompile," then "Decompile Recursively."
7. When finished, open the MP map that you wish to add AI in.
8. In the menu bar, click "Map" then "Builder."
9. Click "..."
10. Double-click "H2," "objects," "characters," "grunt," "ai," then "grunt.character."
11. Click "Rebuild."
12. When finished, close H2Core.

Nulling Sounds
1. Open Entity AI v1.3.
2. In the menu bar, click "File" then "Open."
3. Double-click the MP map that you wish to add AI in.
4. Navigate to the HLMT (Object Property) tag.
5. Click on the character that you wish to have AI in MP.
6. Right-click on the reference editor, click "Display," then click "Idents."
7. Swap each UDLG (Unit Dialogue) tag with "Nulled Out."

Cloning Chunks
1. In the menu bar, click "File" then "Open."
2. Double-click an SP map that has the character that you would like to give AI in MP.
3. In the menu bar, click "Windows" then "Tile Horizontal."
4. In your MP and SP map, navigate to the SCNR (Scenario) tag.
5. In your SP map, right-click on the reference editor then click "Clone Chunk."
6. Click on the "AI Squads" (offset 352) reflexive.
7. Click "Copy To Clip Board."
8. Close Chunk Cloner.
9. In your MP map, right-click on the reference editor then click "Clone Chunk."
10. Click on the chunk.
11. Click "Add To Selected Reflex/Chunk."
12. Click "Add Meta To Map."
13. Repeat steps 5-11 for the "AI Squad Types" (offset 344), "Vehicle Palette" (offset 120), "Weapon Palette" (offset 152), and "Characters" (offset 376) reflexives.
14. Close your SP map.

Meta Editing
1. Maximize your MP map.
2. Click "Tools" then "Meta Editor."
3. Scroll down to "AI Squads."
4. Check "MP respawn enabled."
5 (Optional).Change "Team" to whichever team you wish for your AI to be on.
6. Change "Platoons" to the group that your character is in. For example, if your character is an Elite, change "Platoons" to "covenant."
7. Change "# of AI that spawn on Easy" and "# of AI that spawn on Legendary" to the number of AI you wish to spawn. This number may not exceed the number of "Starting Locations."
8 (Optional). Change "Vehicle Spawn" to whichever seat you wish for your AI to spawn in.
9 (Optional). Change "Vehicle" to whichever vehicle you wish for your AI to spawn in.
10. Choose the character that you wish to give AI to.
11 (Optional). Change "Primary Weapon" to whichever primary weapon you wish for your AI to spawn with.
12 (Optional). Change "Secondary Weapon" to whichever secondary weapon you wish for your AI to spawn with.
13 (Optional). Change "Grenade Type" to whichever type of grenade you wish for your AI to spawn with.
14. Change "AI Orders Index" to "nulled."
15. Change both "(440)index" to "nulled." If you are using a respawn script, change the "(440)index" under "Starting Locations" to the name of your respawn script.
16. If anything says "Value is Too Large To Be The Indexer," change it to "nulled."

Setting AI Spawns
1. Navigate to the SBSP (Structure BSP) tag.
2. Click the blue and white cross icon then click "View BSP."
3. Click "Edit."
4. Check "AI."
5. Move your AI to wherever you wish for them to spawn.
6. Close BSP Viewer.
7. Close Entity AI v1.3.

Conclusion
Congratulations! You've successfully added AI in MP. Enjoy!

Regards,
Shadowz O Death
Last edited by Shadowz_O_Death on Tue Sep 11, 2007 7:20 pm, edited 9 times in total.
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Umbral





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Post by Umbral »

Outstanding I loved all 3 of these tuts good job Shadowz.
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Post by Shadowz_O_Death »

Umbral wrote:Outstanding I loved all 3 of these tuts good job Shadowz.
Thanks, Umbral! :D

Regards,
Shadowz_O_Death
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Post by Zone 117 »

Great tutorial, hopefully this will help people make more AI mods for AI Revision v2.
You should make pictures for it.
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Post by modded4life »

theres no box to check for this -->11. Check "Keep Existing Spawns."
idk why i have everything needed have done everything right so far but theres no box
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Post by Rockymods »

Get a better plugin. Love the tutorial! I'll be sure to use it, I just will have to place my AI spawns by hand with coordinates.
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Post by modded4life »

Rockymods wrote:Get a better plugin. Love the tutorial! I'll be sure to use it, I just will have to place my AI spawns by hand with coordinates.
i just got the latest one he just posted
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Post by stewygriffen6666 »

i dont see the keep existing spawns when i click Builder all i see is overwrite meta
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Post by modded4life »

stewygriffen6666 wrote:i dont see the keep existing spawns when i click Builder all i see is overwrite meta
same here and i have the newest plugin newest everything
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Post by Shadowz_O_Death »

modded4life wrote:
stewygriffen6666 wrote:i dont see the keep existing spawns when i click Builder all i see is overwrite meta
same here and i have the newest plugin newest everything
Sorry, I didn't have H2Core when writing the tutorial. The tutorial is now fixed. You no longer have to check "Keep Existing Spawns," because it does not exist. Sorry about that....

Regards,
Shadowz_O_Death
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Post by Hawaiian Modder »

7. Change "# of AI that spawn on Easy" and "# of AI that spawn on Legendary" to the number of AI you wish to spawn. This number may not exceed the number of "Starting Locations."
Liez, You can have up to 4 spawns for each "Starting Locations" chunks, I think. Maybe even higher. :P
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Re: AI in MP

Post by lilweezybaby2 »

Regards,
Shadowz O Death[/quote]
wat is nulling sounds for and can u not null the sound or do u have to??
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Post by L0d3x »

If you don't null the sounds then you're xbox will freeze up. This is because for some reason the sound tags get corrupted during the process.
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Post by Max_Kreeger »

Hey,

Once I add the AI will they just stand where they are or will they actually run around and try to kill me ?

Thank you
Max Kreeger.
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Post by kibito87 »

Max_Kreeger wrote:Hey,

Once I add the AI will they just stand where they are or will they actually run around and try to kill me ?

Thank you
Max Kreeger.
I don't think this tutorial dips into making the AI seek and destroy.
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Post by yumman »

I love this tutorial, but I must be doing something wrong. Using a Clean Dune.map and the Floodzone.map. When I open the meta editor in the entity AI 1.3 I get a error. "InvalidArgument=Value of '-569239192' is not valid for 'start'. Parameter name: start. Any Idea on what I did wrong?
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Post by Eaton »

yumman wrote:I love this tutorial, but I must be doing something wrong. Using a Clean Dune.map and the Floodzone.map. When I open the meta editor in the entity AI 1.3 I get a error. "InvalidArgument=Value of '-569239192' is not valid for 'start'. Parameter name: start. Any Idea on what I did wrong?
You may have a bad plugin.
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Builder Error

Post by footbal9584 »

Hi I hope somebody will see this and maybe be able to help.

I downloaded the programs you had listed and followed your steps but when I go to rebuild under injecting character I keep getting an error. I used original maps and followed the instructions to the letter. Here is the error


Object reference not set to an instance of an object


************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at core.TagInterface.Data.Write_Raw(EndianWriter& BW)
at core.Builder.Builder.Build(String filepath, Boolean overwrite)
at core.Builder.Builder.RebuildButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
H2Core
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Halo%20Mods/Halo_2_Tools/H2CoreNEW/H2Core%20NEW/H2Core.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
HaloMap
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///D:/Halo%20Mods/Halo_2_Tools/H2CoreNEW/H2Core%20NEW/HaloMap.DLL
----------------------------------------
SandDock
Assembly Version: 1.0.6.0
Win32 Version: 1.0.6.0
CodeBase: file:///D:/Halo%20Mods/Halo_2_Tools/H2CoreNEW/H2Core%20NEW/SandDock.DLL
----------------------------------------
SandBar
Assembly Version: 1.1.1.0
Win32 Version: 1.1.1.0
CodeBase: file:///D:/Halo%20Mods/Halo_2_Tools/H2CoreNEW/H2Core%20NEW/SandBar.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Design
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Design/2.0.0.0__b03f5f7f11d50a3a/System.Design.dll
----------------------------------------

It shows me this error when it gets to here...

Writing internal bsp raw for Structure BSP

Any help would be greatly appreciated. Thanks
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Re: AI in MP

Post by tyronematrix »

Hm something is not right, i got an error for no reason. I know i should have done this two years ago but i didn't notice anything new about the Ai tho. When i reached to "Injecting Character" number 11 "Click Rebulid". So i click on rebulid to wait for a minutes later.Then the error came up on my screen like this pic.







Image
Image.

I tired to start over for the third time by getting another clean maps and the campaign map too, but the error just come up the same thing i have this error. Can u tell me why i have this error?
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