Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to Xbox Chaos: Modding Evolved

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Zone

.MAP
AI Spawning With Flood Method

5 posts in this topic

Things you will need

- Assembly can be found here skips over sounds

and how to compile here.

- Campaign, shared, and mainmenu maps for the selected Halo game you want to do this in

- RGH/Dev kit/JTAG

- Xex with checks removed and AI in mp

Halo Reach

Halo 3

 

Updated:

 

Part 1: Setting up Assembly

Setting your Specific Resource Cache files

Get the campaign, shared and mainmenu maps for the game you are doing tag injection in.

Once you have the 3 maps, make a folder, the folder can be anywhere I just have mine with my modding stuff. Just remember you can't move this folder once you have the

file path pasted in "Specific Resource Cache", if you do change it you would have to go back into the settings and change the file path to the new one.

Now that you have a folder with all 3 maps, right click on one of the maps and go to properties:

019nVe6.png 

copy the location:

HzC7bK6.png

For example mine is C:\Mods\Games\Resources cache paths\Halo 3

Now, open assembly and go into Tools>settings>Map Editor and where it says game "Specific Resource Cache" select the game you want to inject tags into.

If you're doing Halo 3 pick Halo 3 and if you are doing Halo Reach pick Halo Reach (you will need the halo reach campaign, shared, and mainmenu maps).

Now, where it says "Resource Cache Folder Path" paste the path of the folder with the campaign, shared, and mainmenu maps in it.

xZRHKQC.png

once pasted go to the end of the file path and put a backslash "\" at the end because the trailing slash shows a directory.

For me I will change:

C:\Mods\Games\Resources cache paths\Halo 3

to

C:\Mods\Games\Resources cache paths\Halo 3\

Part 2: Getting all the needed tags

For this tutorial I'll be making the Grunts into AI, so I will need the Grunts [char]. Open any single player map and get the [char] of any AI you want. Next find a map that has flood on it,  look for 

flood_infection in the [char] class, once found again extract with raw. 

 

Part 3: Extraction and injection

Once you find the [char] of the biped you want, right click it and hit extract with raw, let Assembly extract the tag do not touch assembly until it completed extracting.

Once the tag is extracted and on your desktop, open the map you want to inject the tag into; I'll be using sandbox.

Below the tag hierarchy, there is a button called inject, click that and find the tag you just extracted. let Assembly inject the tag do not touch assembly until it completed extracting.

Part 4: Fixing up injected tags 

Once the [char] tag is injected, go to the [bipd] tag of the biped you injected. search for "Reanimated Character"

it will be empty, use the first drop box and find the [char] class and use the second to find the char of the biped, I'm doing the Grunt so I will choose the grunt [char]

(If your's does have a reanimation character that's a flood, replace it with the [char] of the bipd)

jTUkFT7.png

Save.

Ok, now If you are injecting a Grunt, Jackal, or Hunter then you will have to add a marker so the flood have a place to attach to.

Go into the mode and search for "Marker Groups"

Hit the plus sign to the right of the block, this will open the tag block reallocator, add one to the count and hit reallocate. Or you can be lazy and just do this: 

for the Grunt go to the 6th chunk and replace the stringID with Infection_front

for the Jackal go to the 11th chunk and replace the stringID with Infection_front

for the Hunter go to the 5th chunk and replace the stringID with Infection_front

Save.

Part 5: Making the flood gun to infect the bipeds

Inject the flood_infection [char] tag you extracted earlier. Go to any weapon, right click the tag and hit duplicate once duplicated find it's firing effect, once found duplicate that. Go to the duplicated weapons tag and replace the firing effect with your duplicated one (you may need to close and reopen map if you don't see your duplicated [effe]) or you can just replace a whole weapon.

Anyhow open duplicated or original firing effect (depending on what you did above).

Search for "Anticipated Tag Class Notes", at Anticipated tag class change it from [snd!] to [char] than change the "Spawned Tag" tagref to the flood_infection [char].yqZZFeN.png

Save

Part 6: Getting your biped to spawn

if you duplicated your weapon go to [scnr] go to "Sandbox" and add your weapon here.

As well as add the bipd of the AI you injected.

Once everything is saved and back on your console, spawn the biped then kill it, then shoot the flood infection forms they will infect the corpse making it into a AI.

To make them move go to [jmad] and change the idle animation to the walking animation by changing the index.

 

Thanks to Orangemohawk for helping wirh grammar issues

Edited by Lehvak

Share this post


Link to post
Share on other sites

??????????????

 

I have the June 12 2014 build of assembly (latest!) and i went to settings, Map editor and saw nothing saying game resource cache???

 

IDK what to do. I really want to make a AI battle.

 

Thank you.  :smile:

Share this post


Link to post
Share on other sites

??????????????

 

I have the June 12 2014 build of assembly (latest!) and i went to settings, Map editor and saw nothing saying game resource cache???

 

IDK what to do. I really want to make a AI battle.

 

Thank you.  :smile:

You have to use the Raw Page branch. That branch does not get compiled on Xerax's build server is that's where you downloaded it from.

Share this post


Link to post
Share on other sites

You have to use the Raw Page branch. That branch does not get compiled on Xerax's build server is that's where you downloaded it from.

 

Ok, i downloaded the stuff now what the heck do i do with it? put it in my assembly folder??

Share this post


Link to post
Share on other sites