HMT: AI, Destructible Pelicans, Etc.
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HMT: AI, Destructible Pelicans, Etc.
OK, I decided to post this because I was disgusted at the number of n00bs asking "How do I add AI?" and "How do I do this..?" and "Is it possible?". In it you will find tutorials for inserting AI into MP maps, making Pelicans destructible, and also how to change death effects for vehicles. Read up, and if they want a mod can sticky this.
---How to add AIs to a Multiplayer Level---
1. PMI the biped you want into the level. There is a separate tut for this, found at:
http://www.halomods.com/forums/viewtopi ... b5e35accdd
2. Once you have done this, open up the map in HHT and select the [vehi] Vehicle tag. Select the vehicle you want your AI to spawn in, look towards the last few dependencies. Down near the bottom of the list, you will find some [actv] dependencies. Ignore the ones at the start of the dependency list; it's the last one(s) you want. Now, each of these [actv] dependencies corresponds to a seat in the vehicle. So to insert your AIs, select the [actv] dependency you want to use and swap it for the character's [actv]. This will now make that biped spawn in that seat.
---Making Destructible Pelicans---
1. You will need Berkano's collision model plugin for this. I haven't got time for a link, but it's in a sticky on this topic.
2. Once you have the plugin installed, open the map you want to use in HMT and select the tag [coll] Collision Model. Select "vehicles/pelican/pelican" from that list, and then set health to whatever you want (I use 200), and the Partial Damage Threshold to about two-thirds to three quarters of the full health. Now, go to the Materials box and select each material in turn, setting the Body Damage Multiplier to 1. Now, close that and open the same map in HHT. Select [coll] again and select the Pelican. You will see a list of [effe] dependencies, with the 4th from the top set to "vehicles/pelican/effects/pelican explosion". Above that dependency, at the third from the top, swap it for "vehicles/wraith/effects/wraith partial damage". Done. Now play this level on Halo and try kill the Pelican, once you damage it past its partial damage threshold it will start smoking, and when you destroy it it will fireball and kill anyone inside the seats.
Hope this helps cut down on the unnecessary topics, I didn't see a tut for this anywhere and certainly not on this forum (Halo PC). I've got to go, but before I do I'll post a pic of the end result of the second tutorial:
Sorry if the pic is down, at the time of posting my image host was temporarily down.
---Making Grunts catch fire---
1. Open up the map in HHT and select the Grunt's [coll]. Go to the third dependency and swap for "effects/burning large". Then close that, open the same map in HMT and set the partial damage threshold for the Grunt's [coll] to 25. Play the game, fire an AR round or two at a Grunt and watch him run around burning
---How to add AIs to a Multiplayer Level---
1. PMI the biped you want into the level. There is a separate tut for this, found at:
http://www.halomods.com/forums/viewtopi ... b5e35accdd
2. Once you have done this, open up the map in HHT and select the [vehi] Vehicle tag. Select the vehicle you want your AI to spawn in, look towards the last few dependencies. Down near the bottom of the list, you will find some [actv] dependencies. Ignore the ones at the start of the dependency list; it's the last one(s) you want. Now, each of these [actv] dependencies corresponds to a seat in the vehicle. So to insert your AIs, select the [actv] dependency you want to use and swap it for the character's [actv]. This will now make that biped spawn in that seat.
---Making Destructible Pelicans---
1. You will need Berkano's collision model plugin for this. I haven't got time for a link, but it's in a sticky on this topic.
2. Once you have the plugin installed, open the map you want to use in HMT and select the tag [coll] Collision Model. Select "vehicles/pelican/pelican" from that list, and then set health to whatever you want (I use 200), and the Partial Damage Threshold to about two-thirds to three quarters of the full health. Now, go to the Materials box and select each material in turn, setting the Body Damage Multiplier to 1. Now, close that and open the same map in HHT. Select [coll] again and select the Pelican. You will see a list of [effe] dependencies, with the 4th from the top set to "vehicles/pelican/effects/pelican explosion". Above that dependency, at the third from the top, swap it for "vehicles/wraith/effects/wraith partial damage". Done. Now play this level on Halo and try kill the Pelican, once you damage it past its partial damage threshold it will start smoking, and when you destroy it it will fireball and kill anyone inside the seats.
Hope this helps cut down on the unnecessary topics, I didn't see a tut for this anywhere and certainly not on this forum (Halo PC). I've got to go, but before I do I'll post a pic of the end result of the second tutorial:
Sorry if the pic is down, at the time of posting my image host was temporarily down.
---Making Grunts catch fire---
1. Open up the map in HHT and select the Grunt's [coll]. Go to the third dependency and swap for "effects/burning large". Then close that, open the same map in HMT and set the partial damage threshold for the Grunt's [coll] to 25. Play the game, fire an AR round or two at a Grunt and watch him run around burning
Last edited by rossmum on Sat Sep 11, 2004 1:33 am, edited 3 times in total.
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here is a link to get the plugins
http://files.halomods.com/viewtopic.php?p=55156
and btw nice tuts man im glad sum 1 put them up
http://files.halomods.com/viewtopic.php?p=55156
and btw nice tuts man im glad sum 1 put them up
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Quite possible. However, I believe that in SP, it will continue flying, as it's made to fly in a set path depsite any disruptions.
BTW, glad to have someone link to my topic. Just so everyone realizes, I didn't make that tutorial on that page, Mono did. I just simplified it and seperated it from SP>MP Conversions.
BTW, glad to have someone link to my topic. Just so everyone realizes, I didn't make that tutorial on that page, Mono did. I just simplified it and seperated it from SP>MP Conversions.
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Well I did the same for it in Elite Combat but nothing happened to it, so I dunno what we have to do to make it explode...aarndo wrote:would it be possible to do this with the covenant dropship too?
Glad you all like this, but if it doesn't get stickied we've gotta keep it alive so everyone sees it.
Have fun killing some Pelicans!
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- MasterNeoChief
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Only Pelicans?Hunter wrote:Well I did the same for it in Elite Combat but nothing happened to it, so I dunno what we have to do to make it explode...aarndo wrote:would it be possible to do this with the covenant dropship too?
Glad you all like this, but if it doesn't get stickied we've gotta keep it alive so everyone sees it.
Have fun killing some Pelicans!
I can make hogs, C_Dropships and Scorpions blow up...
AND they will be disabled.
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Can you post how to here? I always wanted all the vehicles to be killable.MasterNeoChief wrote:Only Pelicans?Hunter wrote:Well I did the same for it in Elite Combat but nothing happened to it, so I dunno what we have to do to make it explode...aarndo wrote:would it be possible to do this with the covenant dropship too?
Glad you all like this, but if it doesn't get stickied we've gotta keep it alive so everyone sees it.
Have fun killing some Pelicans!
I can make hogs, C_Dropships and Scorpions blow up...
AND they will be disabled.
I don't get it though, the Pelican, Wraith, Ghost, and Banshee all follow the same basic system, so I assumed the others would too. Hmm...
And no, the fact that dropships have a preset path doesn't alter anything, Pelicans do to. The only way to stop a Pelican or Covie Dropship following this flight path is to destroy it.
- llamaboy772
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is this possible in multiplayer or not? gonna try in a sec...
ASPARTAME: in your diet soda and artificial sweeteners. also, it's obviously completely safe. it's not like it will cause tumors or anything. >.>
always remember: guilty until proven innocent
always remember: guilty until proven innocent