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PMI AI Tutorial (Part 2)

This is a discussion about PMI AI Tutorial (Part 2) within the Halo 1/PC Tutorials section, where you will This is where you can come to learn how to mod Halo 1/PC.; TUTORIAL MADE BY: JAY Upon completing the first part of this tutorial you should have your rebuilt map in your Halo maps directory. Anyways now that we're done injecting the AI we need to actually



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Old 05-14-2007, 09:26 PM   #1
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PMI AI Tutorial (Part 2)

TUTORIAL MADE BY: JAY

Upon completing the first part of this tutorial you should have your rebuilt map in your Halo maps directory.

Anyways now that we're done injecting the AI we need to actually get it into the map so we can interact with it.

Open up your rebuilt map in HHT v5 and scroll down to the [vehi] tag. Select vehicles\warthog\mp_warthog (you can use any vehicle but i'll use the warthog).

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Scroll down until you see 3 actv tags in a row.

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Change all 3 of these from nulled out to characters\marine_armored\marine_armored assault rifle.

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Close out of HHT v5

Open up the map in SparkEdit. (Optional: Only do this if you want them to not be in the vehicle.

Once the map is open click on the edit tab and then select vehicles from the first drop down box. Now go around the map and select all the normal warthogs that always spawn when you start a game. (hold ctrl when you click on them to select more than one).

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With all of them selected change there Snap Roll to 180.0 (you can do this by clicking the button that says Snap Roll in the bottom right corner of SparkEdit).

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Still with all the warthogs selected raise all of them up above the ground by holding ctrl and dragging your mouse up. We have to do this because right now they're inside the level which isn't good. (don't make them to high up or else our marines will get hurt).

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Save your changes and then close the map file. Start the map up in halo and see if everything works!

FINAL NOTES:

-You can make the warthog appear invisible by swapping it's bitmaps with the cryo glass one form a10 just swap the bitmaps in HMT v3.5.

- If you want to able to not even know the warthog is there but have the AI spawn open up the [coll] tag in HHT and pick the warthog. Then click the little arrow beside the words dependency swapper and in the little drop down box go through the numbers in the collision part changing them all from on to off.

Another thing you'll probably want to do is edit the actr tag in HMT v3.5 for the marine so they can move around and stuff.

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Old 06-03-2007, 09:02 PM   #2
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I rebuilt everything but when i open the menu for the nulled out tag, there isnt my character.
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Old 08-04-2007, 01:32 PM   #3
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Is it possible to put in two differet AI characters, by using two different vehicles? I mean like spawning a marine with the warthog and then spawning an Elite with a ghost.
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Old 06-20-2009, 02:32 PM   #4
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Unhappy Re: PMI AI Tutorial (Part 2)

I did everything correct and I got an exception and Halo closed. Any possible sollution? P.S. I did Sidewinder, not blood gulgh.
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Old 06-20-2009, 10:08 PM   #5
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Re: PMI AI Tutorial (Part 2)

I did everything correct but it didn't work. Halo shutdown and gave me an exception.
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Old 07-27-2009, 04:39 AM   #6
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Re: PMI AI Tutorial (Part 2)

how do u make them run iv done everything else and when the come out of the warthog they just stand there what do i have to change??? btw great tut
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