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Zone

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[SCNR] Squads

34 posts in this topic

Needed Items:

Xbox that can run unsigned/dev signed code

   - XDK/RGH/Jtag

Single player map

 - Used for extracting needed tags

Resource files:

 - Mainmenu.map

- Campaign.map

- Shared.map

Invisibles turned on in Assembly

Ot5XwYN.png

This can be done in Halo 3, but due to the engine differences somethings maybe a bit different. But, if you can figure this out in Halo Reach it wont be hard for you to figure it out in Halo 3.

Step 1) Setting up resource files in Assembly

Quote

9.1. Setting Up Assembly

If you only just obtained Then upon running the application, head to Tools>Settings and I'll walk you through them, though most is preference.

 

General tab: All of this is preference, but make sure "Check For Updates At Startup" is checked. More info on Automatic Updates and Udate Channel can be found here: http://www.xboxchaos.com/topic/4639-introducing-the-new-assembly-auto-updater/

 

Xbox 360 Development tab: Here is where you will enter the name or IP of the console you have added to Xbox Neighborhood. You can also change screenshot-related settings.

 

Map Editor tab: The xsd.exe path is not necessary for anything, but adding it will allow you to use the "Decompile" button in pixel/vertex shader tags and look at the code for oohs and ahhs.

 

Then at the bottom you have this:

teMcI0s.png

 

The descriptions are self-explanatory, but these need to be filled in before you can extract most things. Choose a game from the dropdown and paste in the path to your maps folder which contains a clean/matching campaign.map, mainmenu.map, and or shared.map. This will allow Assembly to visit the shared asset to extract it. After pasting, select a different game or continue playing with settings.

 

Start Page tab: nothing important to note. Allows you to show/hide certain filetypes in the start page.

 

Step 2) Needed tags

*If you did a conversion map (single player to multiplayer) or campaign in general there is obviously no need to inject a [char], unless that [char] doesn't existence on the map (if you need to extract a [char] because it doesn't existence you can save space if you go through the [char] tag and all it's tagrefs and null weaps/vehis that aren't in your map. When you are complete and go to see your AI in game, and the AI aren't there in game or because you freeze this is probably because that zoneset hasn't been loaded yet. To fix this, you'll need to load designer zonesets you can look HERE on how to do that (recommend just loading them all)*

If you are doing this in a Multiplayer map, you'll need to extract the tag. Go to [char] in a single player map, locate the [char] you want and right click on the tag and hit "Extract With Raw" allow Assembly to extract. Again, you can save space if you go through the tags and all it's tagrefs and null weaps/vehis that aren't in your map.

Open your target map and inject the tag if needed.

Allow Assembly to inject.

Step 3) Setting up a Basic Squad

This tutorial is only showing you single location squads, if you spend more time in the squads you can figure out more things. This is just a basic squad setup to get you started.  I'll be using forge_world so my squads block isn't expanded. If you have a campaign map just add a new chunk to the block using the tag reallocater (the plus sign next to the block). You can do some fun stuff with this.

First go to [scnr] in your target map and do a search for "Squads" once you found it use the tag reallocater to expand the "Squads" block. You'll see "Name" you can give this any name as it is a ascii. 

Make sure the Flag "Initially Placed" is checked.

Now make:

"Parent Squad Group" - (-1)

"Objective Index" - (-1) (in a campaign map looking at the "AI Objectives" block you pick which index you want your AI to be assigned to. (-1) just means they wont follow any)

"Objective Role Index" -  (-1) (in a campaign map looking at the sub-block of "AI Objectives" known as the "Role" block you pick which index you want your AI to be assigned to. (-1) just means they wont follow any)

"Editor Folder Index" -  (Don't think this maters too much, but if it does, increment by one until you get your squad to spawn. (-1) works for most maps)

Save.

---------------------------------------------------------------------------------------------------------------------

Expand "Single Locations"  or if you're feeling crazy you can Expand "Group Locations"

You can use any StringID for its name

Use Adjutant to get x,y,z positions 

Now make:

Reference frame - (-1)

Save.

"Character Type" - this pulls from the "Character Palette" index, so do a search for "Character Palette" and expand it than add your [char] to this list, and go back to "Character Type" in "Squads" and give this your characters palette index. This is the same concept for the following:

"Initial Primary/Secondary Weapon" - look at the "Weapon Palette" and grab a weapons index that you want your AI to spawn with (-1 for no weapon).

"Initial Equipment" -  look at the "Equipment Palette" and grab the equipment's index that you want your AI to spawn with (-1 for no equipment).

"Vehicle" - look at the "Vehicle Palette" and grab the vehicles index that you want your AI to spawn in (-1 for no vehicle) give a specific seat type using the drop box under it. Use "Vehicle Variant" to select which variant of vehicle you want. Look in the [hlmt] of the [vehi] to see the different variants and there corresponding StringIDs, place the String of the variant you want in  "Vehicle Variant".

"Grenade Type" - Use drop box to select which type of grenade your AI use.

 

"Emitter Vehicle/Giant/Biped" - (-1)

"Command Script Index" - (-1)

Second to last "unknown" - (-1)

---------------------------------------------------------------------------------------------------------------------

Expand "Squad A"

You can use any StringID for its name

"Count" - How many of that specific AI you want (spawns at same coordinates, add another single location to have another ai spawn at different coordinates)

again you'll see vehicle 

"Vehicle" - look at the "Vehicle Palette" and grab the vehicles index that you want your AI to spawn in (-1 for no vehicle) give a specific seat type using the drop box under it. Use "Vehicle Variant" to select which variant of vehicle you want. Look in the [hlmt] of the [vehi] to see the different variants and there corresponding StringIDs, place the String of the variant you want in  "Vehicle Variant".

"Command Script Index" - (-1)

Give the "Unknown" that is a string any string or I recommend the string "none".

Second "Unknown" under the "Unknown" that is a string - (-1)

329TKIa.png

 

Save.

 

Edit - 3, July, 2016

Fixing Grammatical issues and format issues

Edited by Lehvak

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Hmm, tried to spawn 6 Hunters using the Single Location.

But when I start the map, nothing spawns.

I'm pretty sure I've followed instructions correctly.

I even set the Editor Folder Index to -1, 0, 1 and 2,

The map I'm using is Unearthed ported to Multiplayer.

Edited by Alejandro MiddleCorn

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in order to ai to spawn in firefight on reach there has to be a script to spawn them.

You'll have to manually add/repleace the script.

 

 

Edited by Lehvak

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Should have said that since the very beginning.

How can I do that? Is there a thread for that?

I just hope I don't need to poke, because I can't do that.

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33 minutes ago, Alejandro MiddleCorn said:

Should have said that since the very beginning.

How can I do that? Is there a thread for that?

I just hope I don't need to poke, because I can't do that.

Sorry this is just a basic setting up AI squad tutorial.

On 7/3/2016 at 7:23 PM, Lehvak said:

This tutorial is only showing you single location squads, if you spend more time in the squads you can figure out more things. This is just a basic squad setup to get you started.

Didn't think it was necessary to say.

 

There is no thread for it and I'm not 100% confident in explaining, it is a very long process as you need to manually compile.

stipo360 likes this

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1 hour ago, Alejandro MiddleCorn said:

It requires scripting. And I don't know how to do that.

I didn't need scripting for the linked conversion. "Initially Placed" worked.

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I'm a little confused when setting the char. type and initial weap. for the each squad. if i go under the weapons tab and find the weapon i want i don't see the index number or the id i have to use for initial weapon.

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1 hour ago, 145HUNTER145 said:

I'm a little confused when setting the char. type and initial weap. for the each squad. if i go under the weapons tab and find the weapon i want i don't see the index number or the id i have to use for initial weapon.

the index number is just what chunk the item is in the palette.

weighta likes this

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i did't know how else to explain it but lets say  if i wanted to change the character palette in single locations to a marine or an elite i don't know how to find the character's #. or int for that character. i'm a nooby but still have have some what of an understanding.

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go to character palette in [scnr] look through the chunks find the tagref of what ever [bipd] you want, note it's count go back to single locations and give character type that number you noted. Same idea with weaps etc...

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that really doesn't help my cause. for an example if i wanted to change the marines into Spartans on  installation 01 fire fight map or any single player map its hard to know what count or whatever to put into the character type same goes with the weapons i just don't want to try and guess. and i don't want to change the bipd inside of the character.

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2 hours ago, 145HUNTER145 said:

that really doesn't help my cause. for an example if i wanted to change the marines into Spartans on  installation 01 fire fight map or any single player map its hard to know what count or whatever to put into the character type same goes with the weapons i just don't want to try and guess. and i don't want to change the bipd inside of the character.

On cex_ff_halo (Installation 04) 343 doesn't use "Character Type" (possibly due to the script that spawns them), instead they use "Character" under the "Actors" block. Looking here you'll see it's using the number 27 note it.

Now do a search for "Character Palette"  

go to chunk 27 you will notice it's the odst

v0kbXSW.png

If you want to Change the AI that helps you can either change the odst [char] tagref to another [char] (Preferred) 

Or

go back to squads and change every "Character" index under "Actors" 

to the chunk number of the [char] you want.

Same concept for the weapons.

Modding is about testing what you think, making guesses, and if you are unwilling to try you wont get far. Always try. 

 

Edited by Lehvak

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that's basically what I've been doing. just been wandering if there was a easier way but thanks tho. and is there a tut on doing armor permutations on certain characters, thanks.

   

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okay i finally know what im doing. i can get the ai spawn on forge world but one thing that is confusing af is doing the zonesets. i tried every thing even looked at zedds tut about it and still nothing. 

when i spawn i can see the ai then it instantly freezes.  

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On 8/10/2016 at 0:41 PM, 145HUNTER145 said:

okay i finally know what im doing. i can get the ai spawn on forge world but one thing that is confusing af is doing the zonesets. i tried every thing even looked at tut about it and still nothing. 

when i spawn i can see the ai then it instantly freezes.  

if you read the tutorial you would note that my note about the zonesets is only for doing a campaign map and or a campaign map converted to multiplayer and when said map already has the tag of the Ai you want in the map. Forge world has nothing in designer zonesets because everything is loaded in mp maps (cause think about it logically, why would do that?) plus it's an injected tag so even if for some odd reason mp has zonesets, since it's a foreign tag there is no information about when it should be loaded/unloaded in the scenario so it'll be always loaded.

Edited by Lehvak
145HUNTER145 likes this

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Do u have to use scripts to spawn ai squads in firefight because every time i spawn ai in multiplayer it works but  not in firefight.

 

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8 hours ago, 145HUNTER145 said:

Do u have to use scripts to spawn ai squads in firefight because every time i spawn ai in multiplayer it works but  not in firefight.

 

According to Lord Zedd, you can use the chunk "Initially Spawned" to make it work.

And should work in both MP and FF maps.

But so far I've had no luck on any of these. Try it and let's see if you have luck there.

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37 minutes ago, Alejandro MiddleCorn said:

According to Lord Zedd, you can use the chunk "Initially Spawned" to make it work.

And should work in both MP and FF maps.

But so far I've had no luck on any of these. Try it and let's see if you have luck there.

Zedd was talking about firefight and campaign to mp conversion maps.. 

9 hours ago, 145HUNTER145 said:

Do u have to use scripts to spawn ai squads in firefight because every time i spawn ai in multiplayer it works but  not in firefight.

 

 

On 7/7/2016 at 10:51 PM, Lehvak said:

in order to ai to spawn in firefight on reach there has to be a script to spawn them.

You'll have to manually add/repleace the script.

 

 

 

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59 minutes ago, Lehvak said:

Zedd was talking about firefight and campaign to mp conversion maps.. 

 

 

Anyway, still didn't work for me.

I'll test another map now.

Also, trying to get the coordinates is soooo laggy.

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instead of adding AI into halo reach firefight or multiplayer I modded Ai in halo 3 and Odst and it works great. Idk i tried everything in reach to make it work.

 

Thanks Lehvak for putting up with me lol

Edited by 145HUNTER145

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4 hours ago, 145HUNTER145 said:

instead of adding AI into halo reach firefight or multiplayer I modded Ai in halo 3 and Odst and it works great. Idk i tried everything in reach to make it work.

 

Thanks Lehvak for putting up with me lol

like I said for reach you need a script to spawn them.

and without a script compiler you will need to add one or replace (easier) than manually compile it.

 

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