Campaign Bipeds (Characters) In Multiplayer
By MilyardoX2 Tested and Working
Elites, Grunts, Jackels, Hunters, Marines, Flood Human, Flood Elite, Flood Carrier, Brutes, Bugger.
Untested
Sentinals and Other Forrunner Actors
Requirments
Entity
(I Prefer 1.3 AI) H2 Core H2 Guerilla
A little knowledge of modding
.................................................. .................................................. .................................................. ...........
In This Tutorial I Will Be Using Coagulation.map and 03a_Oldmombasa.map
Part One - Preparing the Bipd
Step 1 - Open your SP map that the Bipd is coming from in Entity

Step 2 - Open the char of the
bipd you want to transfer(I will be using the elite from "03a_oldmombasa.map")

Step 3 - You may null out anything you would not like in the char tag,
BUT offsets 8, 16, and 32. Those offsets are required.

Step 4 - Open the
Bipd tag(I am using the Elite) Then change the
foot/Material Effect of the Bipd tag to the Elite foot
(effects\materials\objects\characters\elite) or the Masterchief foot
(effects\materials\objects\characters\masterchief) 
Step 5 - Open the
hlmt tag of the Bipd you're transferring

Step 6 - Null all the
udlg tags shown(For Flood people you will also need to null all effects)
If you are Doing AI go to Step 7, If not Please skip down to Decompiling and Preparing To Rebuild
Step 7 - Open your MP map in the same entity, Then "Tile Vertical" or "Tyle Horizontal" (your choice)

Step 8 - Choose the
scnr tag in each of you maps, SP and MP

Step 9 - Open the
Chunk Cloner in your SP map's
scnr tag

Step 10 – Select the AI Squads Reflexive/Chunk and then click the “Copy To Clip Board” button
Continue this for the Weapon Palette, Vehicle Palette, AI Squad Types, Any others that you would like.) Do not transfer the Character Reflexive 
Step 11 – Close Entity
Part Two - Decompiling and Preparing To Rebuild
Step 1 – Open the SP in H2 Core

Step 2 – Go to the
char tag of the bipd you are using (I am using the elite) Then Decompile Recursively the
char tag

Step 3 – Go to the
scnr tag, then Decompile Recursively the
scnr tag

Step 4 – Close H2 Core and Open your MP map in a new one

Step 5 – Decompile the MP map

Step 6 – Close H2 Core and open H2 Guerilla. In guerilla open the scenario tags of your MP and SP maps.
My MP tag is located in C:\Tags\H2\scenarios\multi\halo\coagulation\coagul ation.scenario My SP tag is located in C\Tags\H2\scenarios\solo\03a_oldmombasa\03a_oldmom basa.scenario (I am Going to Tile Mine Vertical)

Step 7 – In your
SP map’s scnr scroll down to the character section and click the “Copy” button

Step 8 – In your
MP map’s scnr scroll down to the character section and click the “Add” button, then the “Insert” button

Step 9 – Then select the second chunk from the chunk box and delete it.

Step 10 – Now you should have one chunk and it should be the one from the SP map, so click those 3 dots “…” and locate your char tag,
Mine was objects\characters\elite\ai\elite your’s should be
objects\characters\....... 
Step 11 – Now save changes and close H2 Guerilla
Part Three - Rebuilding
Step 1 – Open your MP map in
H2 Core 
Step 2 – Now Rebuild your map, Click the rebuild button

Step 3 – A new window will pop-up, click the 3 dots “…” and
select your MP .scenario tag you had open in H2 Guerilla
(Mine was C:\Tags\H2\scenarios\multi\halo\coagulation\coagul ation.scenario Yours should be C:\Tags\H2\scenarios\multi\... 
Step 4 – Click “Rebuild” (You don’t need to check anything unless u added a new BSP)
.................................................. .................................................. .................................................. ...........
Please tell Me If I am missing anything, It is late and I am going to go get some sleep
Congrats You now have a fully working bipd, ready to go.
Please IM me any time for help, AIM: Dice836
=======================
A very well done tutorial with pictures as a great addition. I've seen a lot of people requesting mods like this, so I posted this tutorial to help people create their own.