You helped me a ton! Long time user of Sapien and Guerilla for the original Custom Edition in the mid 2000s and never had to do that "don't strip pathfinding" for that game. My AI worked properly in Sapien for H3 but were motionless in the built map. I was pulling my hair trying to figure why it wasn't working. That trick made it work (and an odd checkbox tbh). Thanks
Loving the vids so far, keep up the rad work dude. I'm getting a little tripped up atm because when I press ctrl end it doesn't highlight the firing positions pink.
This tutorial, and all that I've seen so far on this channel, are actually useable for the h2 editor. I literally used this tutorial for a halo 2 map, actually.
@@misterbanshee7992 It is not a setting that you can toggle in Sapien apparently. You need to write a script and then compile it to get the respawning working.
Awesome tutorial series. Seems kind of pointless to use guerilla for setting "Don't Strip Pathfinding" when it's right there as an option under 'scenario' in sapien.
Enjoying your playlist so far, just have some questions: Will this method work for aircraft? Such as Banshees and Hornets, etc? Any way to get the AI to respawn? Maybe make a fire-fight like scenario? Also, is it possible to give this file to others to play test in-game together? Effectively making your own "coop" missions with more then 4 players?
1: Not sure. The Firing Points seem to only be placed on ground and walls (doesn't work for bridges). 2: If you haven't seen it, he made a video about it. 3: From what i heard, co-op has the AI not showing their animations and just sliding while the host has no issues.
I hate to be that guy, but when you exited out of Sapien to go into Guerilla and check "Don't strip pathfinding" that flag was visible under scenario within Sapien and you could have saved a fair bit of time in the process.
Hey man, is there a way to set the difficulty on the AI? Or even a way to get MCC to identify my map variant as a "mission" so that I can choose to play my modified Last Resort on Normal, Heroic, etc.
How would we go about by having them stop in place for a few seconds to do some idle animations or add like sleeping grunts or having the brutes that are overlooking the area or pissing, etc... Like the constant movement makes it look slightly unnatural so I wonder if there is a way to expand the AI even further to be more dynamic or natural?
EDIT: Partially solved my own issue! Used guard in the "activity name" filter. Stays still until provoked but now it just turns to one side. EDIT 2: Used "idle" and this worked as intended! EDIT 3: Idle stopped working and the AI was acting as it did earlier... I'm so confused bro How would we make the AI stand still or guard their position until they see the player, where they can then use the zones for pathfinding? Would this require scripting, or could you use the patrol point feature? I'm not completely sure how those work.
Thank you once again. Question: do you use h2ek? Does yours crash? And if not, does it translate well? I tried getting ai into maps on h2ek but when i select their primary weapon it crashes. Havent tried bypassing weapons i just went right back to h3
After messing around the past 2 days with H2EKIve noticed there's a bit of an order to adding ai and weapons. First, you'll want to add your characters and weapons in the types, and after that, save. Then you'll want to create your squads and name them, and SAVE BEFORE you add the starting points, it's a 50 50 that it crashes (for me at least) when you try to select the starting points. Then you'll want to make your starting points and SAVE. Next you'll want to make your zones but its likely you'll crash when you click on the zones folder. Then make your instances and SAVE. Make at least one firing point before you make your area otherwise its likely you will crash. Once you make your firing points and area the editor seems to become a lot more stable after that point, with far less crashes, but I can't stress enough how important it is to save when you have finished with something.
@@Sunaion ah, ok. I appreciate that. Halo 2 is my favorite in the series so im willing to work with it. If i notice anything ill let you know, but again, truly appreciate you taking the time out
@@dacrimney Another workaround for the AI starting point dilemma is to close the properties palette then re-open it once you select a squad's starting points
Question for anybody in this thread/reading - I'm making a H2 AI War on Coagulation, and my AI are not spawning after compiling the map and running in game. In Sapien they are there and fighting, but in-game nothing. I have the initially placed box checked as well, plus a script to keep them respawning forever after death. Nothing though in game. Thoughts?
I've followed your tutorial here, but I notice one thing, AI seem to get stuck on forged in objects a lot. Is there any workaround for that? I've tried covenant and flood forces on the map Foundry and saw them getting stuck on forged objects commonly.
So I'm learning the H2 and H3 Sapien, and I am noticing that they are quite different from the Halo Custom Edition versions of the old days. One thing I cant figure out is how to get the AI to respawn after they die. Any ideas anyone? I also want to figure out how to spawn AI vehicles. I'm making a badass AI war mod on Coagulation in H2 and would love to get this working!
@@fryingpanproductions lol I mis the days when entire sections of h2 sp where out to mp I used to have a map on og xbox it was part of metropolis when you exit the tunnel but it had all the characters and sp vehicles from e dry map in it
Hey I managed to get it working, it's the same process but look under area's and tik the Vehicle Area. Under Flags [Zones -> Your firing points -> Areas -> then tick Flags {vehicle area}] Hope that helps.
No idea if I missed something or if I'm just being dumb but trying to do this with a squad of 4 elites on sandbox just won't work. I'll probably give it a shot on a different map soon but I've watched the vid all the way through 3 - 4 times and nothings changed. Part of me thinks it may be because it's a dlc map but I'm not too sure if that would even bother the AI since you're literally creating the patrol / firing zones for them.
Does this not work with Flood units? I've got their spawn points set, gave them an SMG, set a zone for them to go about. When i did Map Reset, all they do is stand there.
@possumlord5227 c Check out Icyadvices AI tutorial, on the same map [countdown]. If I recall correctly the cells and zones are all visible in the drop down but to access the firing points you have to highlight the cell then firing positions will appear wherever you right click on the map
How do you get vehicles to stay in place when spawned but be able to move and drive them when you get in them. I tried spawning a phantom and it fell through the map or it would spin around.
You can't (at least to my knowledge). The pathfinding only seems to make the world itself usable but doesn't seem to "see" particular objects because they aren't made from BSP material. This seems to only be the case in multiplayer maps, but in campaign maps the pathfinding seems to, for the most part, read most non BSP items just fine and will create pathfinding on them. Unfortunately most multiplayer maps are made nearly exclusively out of non BSP objects (two main exceptions would be riverworld and midship).
Thanks for all the vids. Having them be of shorter lengths like this *really* helps to isolate topics for quicker referencing/learning.
It really does, plus it helps the community create more amazing more amazing content as a whole if we have a reliable source of tutorials to refer to
Thank you! I try my best to be as efficient and as clear as possible in the shortest amount of time!
You helped me a ton!
Long time user of Sapien and Guerilla for the original Custom Edition in the mid 2000s and never had to do that "don't strip pathfinding" for that game.
My AI worked properly in Sapien for H3 but were motionless in the built map. I was pulling my hair trying to figure why it wasn't working.
That trick made it work (and an odd checkbox tbh).
Thanks
That’s awesome to hear! Thank you! Yeah it sometimes really is just one checkbox that makes the biggest difference haha
Another great tutorial Fryingpan! Looking forward to what you cook up for us next!😅
Haha thank you!!!
Loving the vids so far, keep up the rad work dude. I'm getting a little tripped up atm because when I press ctrl end it doesn't highlight the firing positions pink.
also how do u make them respawn on death
(script continuous respawn_ai
(sleep_until (< (ai_living_count "[your squad name here]") [ai amount here]))
(sleep 100)
(ai_place "[your squad name here]" 1)
(sleep 1)
)
add this to your level's script
@@slackingstacker yes but how do u add a script to edit..
If he ever does h2 saphien tuts I’d be so happy 😂 that one harder then h3
It's on my list!
@@fryingpanproductions Have you figured out how to use initial objective and initial task so my ai could spawn in with task lol
This tutorial, and all that I've seen so far on this channel, are actually useable for the h2 editor. I literally used this tutorial for a halo 2 map, actually.
@@freddywondercat1362 h2 modding is harder I was told but I could try it I guess. I just need a tutorial for ai respawn.
@@misterbanshee7992 It is not a setting that you can toggle in Sapien apparently. You need to write a script and then compile it to get the respawning working.
Awesome tutorial series. Seems kind of pointless to use guerilla for setting "Don't Strip Pathfinding" when it's right there as an option under 'scenario' in sapien.
Enjoying your playlist so far, just have some questions:
Will this method work for aircraft? Such as Banshees and Hornets, etc?
Any way to get the AI to respawn? Maybe make a fire-fight like scenario?
Also, is it possible to give this file to others to play test in-game together? Effectively making your own "coop" missions with more then 4 players?
1: Not sure. The Firing Points seem to only be placed on ground and walls (doesn't work for bridges).
2: If you haven't seen it, he made a video about it.
3: From what i heard, co-op has the AI not showing their animations and just sliding while the host has no issues.
Just tutorial for how to like delete all the things I added on the map:))))) sorry for spam I'm rly glad we have someoen like u
I hate to be that guy, but when you exited out of Sapien to go into Guerilla and check "Don't strip pathfinding" that flag was visible under scenario within Sapien and you could have saved a fair bit of time in the process.
Love to see it!
Hey man, is there a way to set the difficulty on the AI? Or even a way to get MCC to identify my map variant as a "mission" so that I can choose to play my modified Last Resort on Normal, Heroic, etc.
Now this is what I'm talking about! Thank you!
Glad you like it! Thank you!
can you make a tutorial about how squads work?
great vid thanks man
How would we go about by having them stop in place for a few seconds to do some idle animations or add like sleeping grunts or having the brutes that are overlooking the area or pissing, etc... Like the constant movement makes it look slightly unnatural so I wonder if there is a way to expand the AI even further to be more dynamic or natural?
For sure, there is a way, i see the scripts even, just cant get them to do it, maybe need to check guerilla. IDKKKKK
EDIT: Partially solved my own issue! Used guard in the "activity name" filter. Stays still until provoked but now it just turns to one side.
EDIT 2: Used "idle" and this worked as intended!
EDIT 3: Idle stopped working and the AI was acting as it did earlier... I'm so confused bro
How would we make the AI stand still or guard their position until they see the player, where they can then use the zones for pathfinding? Would this require scripting, or could you use the patrol point feature? I'm not completely sure how those work.
Can you make a tutorial about customized spartan bipeds for cinematics PLEASEEE?
You are making an awesome job making these videos.
Thank you! and that's on my list!
Thank you once again. Question: do you use h2ek? Does yours crash? And if not, does it translate well? I tried getting ai into maps on h2ek but when i select their primary weapon it crashes. Havent tried bypassing weapons i just went right back to h3
I’m having the same crashes too.
After messing around the past 2 days with H2EKIve noticed there's a bit of an order to adding ai and weapons. First, you'll want to add your characters and weapons in the types, and after that, save. Then you'll want to create your squads and name them, and SAVE BEFORE you add the starting points, it's a 50 50 that it crashes (for me at least) when you try to select the starting points. Then you'll want to make your starting points and SAVE. Next you'll want to make your zones but its likely you'll crash when you click on the zones folder. Then make your instances and SAVE. Make at least one firing point before you make your area otherwise its likely you will crash. Once you make your firing points and area the editor seems to become a lot more stable after that point, with far less crashes, but I can't stress enough how important it is to save when you have finished with something.
@@Sunaion ah, ok. I appreciate that. Halo 2 is my favorite in the series so im willing to work with it. If i notice anything ill let you know, but again, truly appreciate you taking the time out
@@dacrimney Another workaround for the AI starting point dilemma is to close the properties palette then re-open it once you select a squad's starting points
Question for anybody in this thread/reading - I'm making a H2 AI War on Coagulation, and my AI are not spawning after compiling the map and running in game. In Sapien they are there and fighting, but in-game nothing. I have the initially placed box checked as well, plus a script to keep them respawning forever after death. Nothing though in game. Thoughts?
This is awesome, can you show how to apply it to vehicles next?
Coming soon!
@@fryingpanproductions sick thank you, these videos have been incredibly helpful. Swapping terrain textures would be of interest too.
Is there limit to how many pathnodes can be laid down for a zone?
Awesome! :D
Thanks! :)
I've followed your tutorial here, but I notice one thing, AI seem to get stuck on forged in objects a lot. Is there any workaround for that? I've tried covenant and flood forces on the map Foundry and saw them getting stuck on forged objects commonly.
You can use cookie cutters and regenerate pathfinding
So I'm learning the H2 and H3 Sapien, and I am noticing that they are quite different from the Halo Custom Edition versions of the old days. One thing I cant figure out is how to get the AI to respawn after they die. Any ideas anyone? I also want to figure out how to spawn AI vehicles. I'm making a badass AI war mod on Coagulation in H2 and would love to get this working!
Either use a respawn points set for AI or you have to script it
how do you get ai to respawn
Any tutorial for importing things from different games like Reach/ODST weapons or even Covenant AI from Halo ODST?
Thank you so much for this
You're so welcome! Thanks for watching!
@@fryingpanproductions hell yeah. Love your videos. Very very helpful
Could you do tutorial on ai in vehicles ? Would be cool to see big battles like h wars kind of also how to make them respawn.
This is coming very soon!
@@fryingpanproductions lol I mis the days when entire sections of h2 sp where out to mp I used to have a map on og xbox it was part of metropolis when you exit the tunnel but it had all the characters and sp vehicles from e dry map in it
Hey I managed to get it working, it's the same process but look under area's and tik the Vehicle Area. Under Flags [Zones -> Your firing points -> Areas -> then tick Flags {vehicle area}] Hope that helps.
@@3N1StaticGaming do they get in them or spawn in it lol ? Like getting a brute in a phantom would be hard.
@@misterbanshee7992 you can have them spawn in, or get in, it's up to you. It's easier to just spawn them in vehicles.
No idea if I missed something or if I'm just being dumb but trying to do this with a squad of 4 elites on sandbox just won't work.
I'll probably give it a shot on a different map soon but I've watched the vid all the way through 3 - 4 times and nothings changed.
Part of me thinks it may be because it's a dlc map but I'm not too sure if that would even bother the AI since you're literally creating the patrol / firing zones for them.
Does this not work with Flood units? I've got their spawn points set, gave them an SMG, set a zone for them to go about. When i did Map Reset, all they do is stand there.
How do you set AI (marines/odst) to be friendly to the player? Another video that shows this?
you can either default to green team in game (that's human default team) or set the team to 'player' and it'll be automatically on your team
I'm trying to change the HEV aka the drop pod from a scenery object to a vehicle but how exactly can I do this?
Doing a map reset deletes the AI off the map and I'm unsure why
save before you do it and then after which you'll need to place again
Also make sure you have “initially placed” checked on the squad
I probably missed something but, what am I supposed to do to edit the campaign maps and import them to be playable?
I'm trying to replicate this in reach but the firing positions won't show up. Any suggestions?
same problem dude
@possumlord5227 c
Check out Icyadvices AI tutorial, on the same map [countdown]. If I recall correctly the cells and zones are all visible in the drop down but to access the firing points you have to highlight the cell then firing positions will appear wherever you right click on the map
why does this not work in odst
Is there one for follow player?
How do you get vehicles to stay in place when spawned but be able to move and drive them when you get in them. I tried spawning a phantom and it fell through the map or it would spin around.
New video up soon about phantoms and pelicans!
Also how do u completely like delete all the stuff u added on the map?
It does not work in bunkerworld
how do i make them run
Hey during missions is there a way to make ai follow u
How does it work for say, making them go up the stairs on that structure? Or making them manuver to specific locations via walkways
I think you have to edit the Z height when placing firing positions
For maneuvering you’ll have to tinker with their character file in Guerilla. Movement properties and pathfinding stuff
@@txdh2419 they style tag?
@@lindaunderling4637 I would say so yes. Or the character tag possibly. I can’t remember but you’re in the right area
You can't (at least to my knowledge). The pathfinding only seems to make the world itself usable but doesn't seem to "see" particular objects because they aren't made from BSP material. This seems to only be the case in multiplayer maps, but in campaign maps the pathfinding seems to, for the most part, read most non BSP items just fine and will create pathfinding on them. Unfortunately most multiplayer maps are made nearly exclusively out of non BSP objects (two main exceptions would be riverworld and midship).
Are you going to make a tutorial change gun sounds?
Yep!
Do these ai sync in multiplayer? Or is it the same as ce
would the pathfinding work for ai spawned through the forge menu or would it only work for ai placed through squads?
I don't think so.
@@Cserleo damn
Yo does this method work for H2 as well?
Have not tested it myself so can't say for sure
epic
how do I make them respawn again?