
Recruiting Help for Definitve EC Mod
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
![]() |
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
![]() |
-
- Posts: 3178
- Joined: Mon Mar 08, 2004 12:19 am
- Location: in ur forums ownin ur noobs
- Contact:
You're supposed to, yes...Phenomena wrote:wait do you play as a zealot?
Just tested the Hogs on SC.


-
- Posts: 157
- Joined: Wed Aug 11, 2004 12:08 pm
- Location: Installation 07 Library Trying to reason with a flood about not eating me.
Err, I hate to tell you this, but it is actually proven impossible to make custom cutscenes in Halo without direct access to a map template. It is because Each camera movement in SP is controlled by several hundred nodes. There is a node for every time a camera is changed. When the camera reaches a target node, its instructions are changed and it accepts new coordinates. And what's worst, the code gets converted to machine code in compilation (as you know) and no longer is every node and coordinate organized. Machine code doesn't care about classes or structs. Everything is renamed and jumbled up for the computer to understand. So the only way you will acomplish this is to get the Halo source code (nearly impossible, by the way) and then use the map template reader to create another map.
I've studied the Quake 2, Spirit, and other game's code and I can tell you, there is nothing simple about it.
I don't mean to bash or offend you, because I'm quite sure that you can pull off some of the things you want in the maps, but you'll need to format your thinking to the constrictive Halo-rules.
In the case of scripted bipeds, the AI tags are not the way to go. Because in Halo, when a biped preforms a scripted action, like heading into a base or a cinematic thing, the AI is turned off, and the biped is simply controlled to do whatever it is supposed to, then the AI is turned back on. In the case of objectives and stuff... it is going to be almost impossible to attempt it because objectives and plotline events are hardcoded into the game. So the events are actually in C++ code.
But if you want the cinematics, I recommend trying to find a way to impost custom animations into the game, and make an animation and model that is like a miniature of the level, and from there, play the animation in cinematic mode and make a camera to watch it.
Oh and for that problem with the warthog where the passenger and turret-man stop shooting as soon as the driver dies, try making them not have a panic flag, or put their leader as someone else. Because I think that when the driver died, the passenger and turret-man tried to preform their "panic" action, but they didn't have one while in vehicle seats, so their AI froze from racking their brains for the action that wasn't there.
I'll try and help you with what I can, but I'm not a good modeler, modder, or map-maker. In fact, the best mod I ever did was one where you could get into cryotubes and drive the Pillar of Autunm (okay, not literally, but you could get into the seat after you killed the guy) as a crewman. Not that good, as you can imagine... but if you need help PM me and I'll try to help you.
I've studied the Quake 2, Spirit, and other game's code and I can tell you, there is nothing simple about it.
I don't mean to bash or offend you, because I'm quite sure that you can pull off some of the things you want in the maps, but you'll need to format your thinking to the constrictive Halo-rules.
In the case of scripted bipeds, the AI tags are not the way to go. Because in Halo, when a biped preforms a scripted action, like heading into a base or a cinematic thing, the AI is turned off, and the biped is simply controlled to do whatever it is supposed to, then the AI is turned back on. In the case of objectives and stuff... it is going to be almost impossible to attempt it because objectives and plotline events are hardcoded into the game. So the events are actually in C++ code.
But if you want the cinematics, I recommend trying to find a way to impost custom animations into the game, and make an animation and model that is like a miniature of the level, and from there, play the animation in cinematic mode and make a camera to watch it.
Oh and for that problem with the warthog where the passenger and turret-man stop shooting as soon as the driver dies, try making them not have a panic flag, or put their leader as someone else. Because I think that when the driver died, the passenger and turret-man tried to preform their "panic" action, but they didn't have one while in vehicle seats, so their AI froze from racking their brains for the action that wasn't there.
I'll try and help you with what I can, but I'm not a good modeler, modder, or map-maker. In fact, the best mod I ever did was one where you could get into cryotubes and drive the Pillar of Autunm (okay, not literally, but you could get into the seat after you killed the guy) as a crewman. Not that good, as you can imagine... but if you need help PM me and I'll try to help you.
-
- Posts: 3178
- Joined: Mon Mar 08, 2004 12:19 am
- Location: in ur forums ownin ur noobs
- Contact:
Fair enough. Someone around the forums said they were going to as GB for the source (although whether or not they gat it is another story) so we could always get that off them if GB agrees. And also for the AI thing, I've never actually read the scripting/programming forum before so I don't know what's going on over there, but maybe, just maybe someone there would know how to do the AIs. Also the Hog thing can't be because of panic. Marines won't panic and besides that, they didn't actually freeze. They just stopped firing, they still followed me with the gun, and also I noticed that it's only when the driver is killed.
Also wondering if anyone knew how to make Marines spawn in new locations (outside the map room, inside the facility, etc.) without swapping any Covenant bipeds out (that always fucks up the AI, without fail). This is the main problem I have with this mod, being an Elite mod the last thing I want is friendly Marines and hostile Covenant. I tried "AI Spawns" in SE3.01 but it just made the AI spawns disappear.
Also wondering if anyone knew how to make Marines spawn in new locations (outside the map room, inside the facility, etc.) without swapping any Covenant bipeds out (that always fucks up the AI, without fail). This is the main problem I have with this mod, being an Elite mod the last thing I want is friendly Marines and hostile Covenant. I tried "AI Spawns" in SE3.01 but it just made the AI spawns disappear.
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
![]() |
- MasterNeoChief
- Posts: 2431
- Joined: Tue Dec 23, 2003 9:34 am
- Location: The Netherlands
![]() |
*calls up masters* ill ask him for the sceneriosMasterNeoChief wrote:Yeah, I tried the Marine thing too. It kicked ****, even though they drove into the sea
But yeah, if there are enemies in sight, they go to the enemies.
If you are able to place move points like in Sapien, they could follow a path

