AI spawns

Zone
By Zone in Tutorials & Guides,
Edit 9/12/15 - Fixed grammar and fixed somethings.   Things you will need
- Assembly can be found here and how to compile here.
- Campaign.map, shared.map, and mainmenu.map for the selected Halo game you want to do this in
- Console that can play unsigned code
- xex with checks removed, AI in multiplayer and the ability to spawn AI via effect tags.
Halo Reach
Halo 3   *Make sure you have "Show invisibles" on.     Step 1:
First open a campaign mission and extract any [char] tag(s) you want, I'll be doing the Brute [char].
Give Assembly a minute to extract the selected [char] tag(s).    TIP: extracting the [char] tag brings the [bipd] tag as well, but some [char] tags are variants of the original and some may not contain the [bipd] tag it's always safe to just extract the main base [char] for what AI you want and if you have to have a different variant then change it in the [hlmt].    once you have the [char] tag(s) you extracted somewhere leave them and open the map you want the AI to be in. I'll be opening Sandbox.   So now it's time to prepare a [effe] tag so we can have our AI spawn. You have 2 options to attack this, both methods require you to duplicate a [effe] tag the first one: Pick a random [effe] tag, duplicate it and add the "Parts" block with Assembly.   or   Find an [effe] tag that already has a parts block and fix it accordingly (look at the first way to see what I changed).    Step 2:   Do a search for 
objects\multi\spawning\respawn_point   once you found it again right click it and click duplicate tag and make the name something you'll remember, something to do with your spawn, like "objects\multi\spawning\brute_respawn_point"; now you'll need to close the map and reopen it so the newly duplicated tag shows up.   First go to "Multiplayer Object Properties"
Change the "Type" to "Equipment"
And in flags uncheck bit 3. save.   Now go to the "Functions" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. 
Once done, check always active in flags and change both "Export Name" and "Import Name" to either respawn_point, spawn, or active (they all should work). Save.

Now go the the  "Attachments" block and click the "+" next to the chunk count to bring up the "Tag Block Reallocator" and add 1 new entry count. At "Attachments" use the first drop down box to find [effe] class and use the second to find the edited [effe] tag
I.e for me I'll find fx\spawn_effects\spawn\AI\brute_minor. Lastly, at "Marker" change the stringID to "spawn" Save.

Once done, go to [scnr] and search for "Sandbox Goal Objects", and add the spawn point there.
Save.
Or add it to whatever sandbox palette you want.   Halo Reach: In order to get the spawns to work in Halo Reach you'll need to change the spawn point hlmt to "objects\multi\models\mp_spawn_point\mp_spawn_point"



in addition for Halo Reach  go in the effect  under the "parts" block  make "Location index" 0 instead of -1    
JJIJR had the idea, I just decided to figure it out myself and make a tutorial.     Want the tutorial as a pdf? Download here: MEGA outdated tutorial Virus scan here: https://www.virustotal.com/en/file/a59e979ec0aac6d89ef2704d042f2b41be9550879667e752270cf28af8598110/analysis/1437356414/           Old tutorial here: 
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