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.:: Complete AI in MP Tutorial::. Rate Topic: -----

#1 User is offline   NotZac Icon

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Posted 21 December 2007 - 11:06 PM

.::Complete AI in MP Tutorial::.
-Original "AI Zones in MP" and "AI Respawn in MP" tutorials done by grimdoomer of halomods. Most credit goes to him for the two tutorials. They have both been combined, and fixed-up into a user-friendly tutorial by Not Zachary88-2.

If you have attempted AI through another tutorial and it did not work, or you have never done it, try this tutorial. Yes, there are hundreds of other AI tuts, but before you say "ZOMG! Another AI tutorial WTF?!" just try it.

-Extra Note: If you are adding AI to a new map, then you will need to add it to mainmenu.map, because Yelo must disable the autoupdate to work properly, and the mainmenu.map scans for the maps like plugins, but when disabled, they fail.

What is AI?

AI is Artificial Intelligence. They are computer players, like in Single Player. This easy-to-read tutorial will teach you how to add these AI to any Multi Player map you desire.

Why is it Needed?
  • AI in MP is one of the most advanced modding skills around.
  • If you can master AI, then you are on your way to becoming a very professional modder, as this is one of the hardest skills to master, and many modding teams (Team Remapped, Team deltaHalo, etc.) will welcome you if you think you have what it takes to try out.
  • You can make fun of nubs who still can't create AI mods by this time into H2 modding.
  • You can play with AI mods for hours and not get bored.
Before You Attempt the Tutorial...
1) You will need these:
-H2Core and H2Guerilla: RapidShare: 1-Click Webhosting

-Entity 1.3.9: forums.halomods.com :: View topic - .:: Entity 1.3.9 With Latest Plugins ::.

-Yelo Xbox Trainer: RapidShare: 1-Click Webhosting

-Xored Mini Trainer Launcher: RapidShare: 1-Click Webhosting

-(OPTIONAL) Entity AI "scnr" Plugin: forums.halomods.com :: View topic - *Community Project* Entity AI SCNR Plugin (Update 9-27-07)

2) We need to get Yelo partially installed:
--Please note: Yelo is a trainer. I promise, and i guarantee this from everyone else who has Yelo, that it WILL NOT mess up your Xbox. It has options where when you load up a saved Halo 2 on your HD, you can have infinite ammo, Devmode, AI in MP (only if you made it so), and skull effects in Multiplayer.
  • Double click the "Xored" (configuration settings) file that came with the Xored download. It will open up in Notepad.
  • Look for this up top:
Trainers_Path = "C:\Trainers"
#Trainers_Path = "C:\Trainers"
  • Rename them both this:
Trainers_Path = "E:\Apps\mini\Trainers"
#Trainers_Path = "E:\Apps\mini\Trainers"
  • Save the file, but dont change the location or the name.
  • Now Xored is ready for Yelo to be launched. We will put FTP everything to your Xbox later. For now, here is the tutorial:
The Tutorial
Enough talking about it. Here it is.

1) Decompiling your Maps
  • Open up H2Core:
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  • Go up to the "Edit" Tab. Select "Settings". Where it says "Decompiled Tag Paths", select a location that you want H2Core to decompile everything to (it creates a folder). I selected my C drive:
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  • Now open up the single player map you want to take the AI from. You can use any map, but in the pics i used 03b_newmombasa. Go to the "scnr" tag and hit the "+" sign. Select the only reflexive in there, and when H2Core loads it up, go up to the "Meta" tab. Then "Decompile" > "Decompile Recursively":
Posted Image
  • When it is done (it should take like 5 minutes or more to decompile the scnr, 'cause it is huge) you will get a message saying so:
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  • Now we are done with the single player map. Open up your multi player map up now. I used gemini, but ANY map works. When it opens, go up to the "Map" tab. Hit "Decompile":
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  • When it is done, you will get a small box pop-up with a bunch of numbers. The numbers show how long it took. Just hit "OK":
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  • Congratulations! You completed step 1.
2) Adding the AI
  • Close H2Core and open up H2Guerilla. Then open up both maps' scenarios (the MP one will be in the folder "H2/scenarios/multi/nextfolder/sometimesnextfolder/mapname.scenario", and for the SP one, "H2/scenarios/solo/mapname/mapname.scenario". The H2 folder will be in the directory you set in H2Core earlier):
Posted Image
  • We need to transfer several things over, so go into the SP map's scenario and scroll down to "AI Squads". Select any squad you want, and hit "Copy" over to the side, but be sure to remember the name:
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  • Go to your MP map and find "AI Squads". It should be empty. Hit "Insert", and a "0" should show up. That is your squad, or group of AI! Yay! Repeat the last step if you want more than one squad.
  • We will also need to transfer over other things, so transfer the following:
  • -Vehicle Palette (select the vehicles you need, unless you dont want your AI to spawn in vehicles)
  • -Weapon Palette (select the weapons you want, but most maps already have a weapon pallete; if so, check if it has all the weapons you want)
  • -Characters (select the ones you need; characters are versions of bipeds, like orange grunts, red grunts, etc., and without these, AI cannot spawn)
  • -AI Squad Types (you only need the ones that say "covenant", "marines", "flood", or "sentinels")
  • -AI Encounters (select all of these; hit "Copy All")
  • -AI Zones (select all of these; hit "Copy All")
  • -Unknown 11 (select all of these; hit "Copy All". H2Guerilla doesn't have necessary plugins to read Unknown 11's real name: AI Triggers)
  • Once all of those are transferred, go to "File" > "Save". Hit "OK".
  • Congratulations! Step 2 complete! Almost done.
3) Respawning Your AI (Optional, but you should want your AI to respawn)
  • Keep H2Guerilla open from the last step. Close your SP map's scenario, and go into your MP map's scenario again. Hit the "Editors" tab in the window, then "Script Tools". Hit the giant "Add New" at the bottom, and you should see this:
Posted Image
  • Erase all of that, and type in this script code (please note that there are several spaces at the beginning of every line except the first and last lines):
(script continuous SquadNameHere
  (begin
   (sleep_until (<= (ai_living_count SquadNameHere) 0) 2000)
   (ai_place SquadNameHere)
  )
)

  • Where it says "SquadNameHere", type in the squad i told you to note down, or just hit the "Main" tab and copy and paste it there. (Additional notes: some squads won't work with this script, because there is already a script attatched to the squad that will not get transferred over.) Here is an example of what it will look like:
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  • Once you type the script in, hit the big "Compile" button at the bottom. You should get a message box saying "Compilation Successful" (If you get an error, it was listed in the sub-step above ^):
Posted Image
  • Repeat the sub-steps if you have more than one squad. When you are done, go to "File" > "Save".
  • Congratulations! Step 3 complete! You are half way there if you're still with me on this.
4) Rebuilding Your MP Map
  • Close H2Guerilla and open up H2Core, with your MP map. Go to "Map" > "Rebuild":
Posted Image
  • The Rebuilder will open up.
Posted Image
  • Where it says "..." next to Scenario, go into the folder "H2/scenarios/multi/nextfolder/sometimesnextfolder/mapname.scenario". Then check "Keep Existing Spawns":
Posted Image
  • Hit "Rebuild". It will do a c***-load of processing, writing, and compiling. It could take about 5-60 minutes. If it takes more, your computer sucks.
  • When it's done, a message box will say "Done". Hit "OK", and your computer may be extremely laggy after this, because this was a giant task for your computer.
  • Congratulations! Step 4 complete! If you're still with me, then you are 2/3 of the way there :D.
5) Editing Your AI Settings for Gameplay
  • You can finally close out H2Core. Now open up your map in Entity 1.3.9 and go to the "scnr" tag. Select the only reflexive in there:
Posted Image
  • Now open it up in the meta editor, and scroll down to "AI Squads":
Posted Image
  • Edit it to your liking, check the boxes, and do not check the things where it says to do it all. Where it says "Team" and "Platoons" it is self-explanatory what to change them too. The platoons are the "AI Squad Types", which i mentioned what you only need to transfer.
  • Do for the same here. Where it says "# of AI" for Easy and Legendary, make them the same number, but make sure they don't go higher than the number of starting location chunks:
Posted Image
  • Repeat the AI Squad edits down under "Starting Locations". You can change the characters and the weapons under starting locations to give the AI an individual distinction, such as a squad of two, and one is a minor elite with a carbine, and the other is a minor grunt with a plasma pistol. Just edit the rest to your liking:
Posted Image

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  • Now scroll down to "AI Encounters" and look for the "Zones" sub-section. Where it says "Radius", change it to about 300. Repeat for EVERY "Zone", including the ones in the other "AI Encounters" chunks:
Posted Image
  • This will take a long time, but people appreciate this if you post your mods for download. DONT FORGET TO HIT "Save" UP AT THE TOP OR YOU WILL HAVE TO RESET THEM!
  • Now go to the "hlmt" tag, and find your character. Select it, then over to the right, hit "Right Click" > "Display" > "Idents". Swap all the "udlg" tags with "Nulled Out", and it should look like this:
Posted Image
  • If you are still here reading this, then you must be really interested, which is a good thing. To you people, i say congratulations, but we have one more thing to do.
6) Moving the AI Wherever You Want
  • Once you save the settings in the scenario meta editor, go into the "sbsp" tag and select the only reflexive. Hit the blue "+" sign and hit "View BSP":
Posted Image

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  • When the BSP Viewer loads up go to the "Edit" tab, then check the box saying "AI". When they load up, hit "Select All Spawns":
Posted Image
  • Find your little MC around the map, which are your AI. They will be highlighted in a red box. It can be a little confusing to find out which squad is which, so try setting co-ords in the "scnr" meta editor for your squad and starting locations:
Posted Image
  • Once you are done, go to "Main" > "Save Changes". When a box comes up saying "Done", hit "OK".
  • Now you are finished! Congratulations! Now exit out of the BSP Viewer once you save changes. Go up top in Entity and hit "Sign":
Posted Image
  • Congratulations! You have just successfully added AI to your multiplayer map, and completed one of the toughest modding skills ever discovered! However...
7) Installing Yelo
I hope you didn't forget you still need to install Yelo. :D
  • Start-up your FTP program with your Xbox. Put the entire folder "mini" (that came with the Xored download) into your "Apps" folder on your E drive ("E:\Apps). (Extract all the files first.)
  • Open up the Yelo download (once you extracted the whole thing) and look for the "Yelo15.etm" file. Go into Xored on the FTP program and go into "mini" > "Trainers". Put the file into there (if you noticed, the location is "E:\Apps\mini\Trainers" which is what we renamed the locations.
  • In the Yelo download, find the "config_v1.5.inc" file and put it into this location: "E:\TDATA\4D530064". This has to be here.
  • Now take the other 2 files in the Yelo download and put them with the ".etm" file.
  • Now close the FTP program and restart your Xbox, and go into "Applications" on your dashboard (it varies per dashboard).
  • Select "Xored Trainer Launcher".
  • Ignore the stupid music. Select the "Halo 2" on your HD, or your disk, and then select "Yelo: Halo 2 (Xbox)".
  • Press "A" on "AI in MP" and "Disable Auto-update". Once they are both enabled, then press "Start". Your Halo 2 will load up (don't forget to FTP your map as well).
CONGRATULATIONS IF YOU MADE IT TO THE END OF THIS TUTORIAL WITHOUT ANY PROBLEMS!
One last reminder: Please remember that you cant play any new maps by disabling the auto-update. You will have to add them to mainmenu.map instead of them being a plugin.

Now that you are done, you now can professionally add AI to your MP maps now. Start posting your AI mods wherever you choose, as it is a very useful skill. AI and BSP mods are even more incredible. Good luck
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#2 User is offline   I Doughboy Icon

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Posted 21 December 2007 - 11:11 PM

this is a pretty cool tut thx. :) check out mine that was posted a min after yours.
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#3 User is offline   NotZac Icon

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Posted 21 December 2007 - 11:13 PM

1) dont talk about tutorials in other tutorial threads. u just want posts in it.

2) pointless tut

3) thx. this was stickied b4 the hack.
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#4 User is online   Sasquatch 45 Icon

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Posted 21 December 2007 - 11:14 PM

thanks man, i came back to do this tutorial, but it got deleted in the hack so i couldnt, so thx for reposting.
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#5 User is offline   GooBacks Icon

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Posted 21 December 2007 - 11:16 PM

Where was this before? Beginner or advanced?
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#6 User is offline   NotZac Icon

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Posted 21 December 2007 - 11:18 PM

it was stickied in advanced...
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#7 User is offline   GooBacks Icon

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Posted 21 December 2007 - 11:20 PM

Moved and stickied
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#8 User is offline   NotZac Icon

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Posted 21 December 2007 - 11:21 PM

GooBacks said:

Moved and stickied

thank you
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#9 User is offline   joey4785 Icon

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Posted 28 December 2007 - 08:38 PM

thanks man!
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#10 User is offline   EgotisticPain Icon

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Posted 25 January 2008 - 05:51 AM

I just wanted to thank you for helping me with my Yelo Trainer dilemma. I also wanted to tell you that I made a tutorial on how to install yelo trainer properly. Here is the link. check it out and tell me what out think!

http://www.se7ensins...lo-trainer.html
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#11 User is offline   bubaman Icon

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Posted 29 January 2008 - 10:45 AM

Really Good tut, but cant you just build them in with entity?
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#12 User is offline   NotZac Icon

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Posted 29 January 2008 - 05:23 PM

no. entity can only transfer the grunt [bipd] correctly. it cannot add [char]s

dont believe me? save a [char] tag, and try to build it
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#13 User is offline   bubaman Icon

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Posted 01 February 2008 - 10:54 AM

k, hey i didnt know so that is why i asked. id rather ask and learn than waste time doing something i havent a clue about. good tut though. i will try as soon as i find a good copy of core/gerilla. and from a site that my school has not blocked
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#14 User is offline   Grimdoomer Icon

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Posted 10 February 2008 - 05:07 PM

Just though id tell you that you forgot about unknown 16 in the BSP, or the AI Pathfinding chunk.
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#15 User is offline   NotZac Icon

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Posted 10 February 2008 - 05:27 PM

... i am guessing those stop the ai from walking into walls like dumb***

ill update it later
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#16 User is offline   Grimdoomer Icon

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Posted 10 February 2008 - 09:26 PM

Not Zachary88-2 said:

... i am guessing those stop the ai from walking into walls like dumb***

ill update it later


Yea, I also though the game would freeze if you set zones with out it. huh ohh well.
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#17 User is offline   Flaming Zephyr Icon

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Posted 24 February 2008 - 05:56 AM

I'm having issues with this tutorial.

1. if i decompile recurivelym it literally takes 3 hours to get 212m of info. but if i normally decompile, it takes like 3 minutes.

2. Every time i rebuild, i lose like 12 megs off the file size. why is this happening?

3. Everytime i try it, it doesnt put the [hlmt] tags back. like it deletes everything from the hlmt tag, and only puts the stuff that's related to the scenario tag back into it.
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#18 User is offline   NotZac Icon

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Posted 24 February 2008 - 10:45 AM

some people cannot handle H2C. my comp can't anymore =\

keep trying with different H2Cores (H2C's found on different sites). i find one eventually works.

or try another map.
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#19 User is offline   TheFuzz2 Icon

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Posted 04 April 2008 - 05:19 PM

Grrr i had it the first time but now i can get the AI squads to show up at step 5
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#20 User is offline   LoFFireyGrave Icon

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Posted 20 July 2008 - 01:43 AM

hey thanx for the Tut. BA man and i have one question though. How do u make them move?
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