Post by ©³~ SilentK on Jan 19, 2011 13:18:58 GMT -6
First, PMI an actv tag into your map.
Next, open your map in HHT, and go to the [itmc] branch. Select a weapon/powerup you dont need, and change it's reference to the scorpion.
Then go under the [mod2] branch, and swap all the scorpions' shaders for a single shader, and go to that shader and swap all it's dependancys for a10 cryo glass (which you can edit to be entirely invisible).
Under the [vehi] branch, select the scorpion, and fill it's ACTV references with your AI.
In HMT, edit the scorpions physics so that it's mass is 130000, and that one thread has an antigrav strength of 0.125.
In HMT, open a30.map, and non-recursively save the SP banshee's coll.meta file to your desktop.
Open your map, and inject the banshees coll meta overtop of the tank's, then change it's health to 0.5. Uncheck the "Only hurt when occupied" flag.
In HHT, go under the [coll] branch and null all of it's individual collision models.
In HMT, go under the [jpt!] branch, and set "vehicle_hit_envirornment" damage to 1.
In sparkedit, find the weapon/powerup you chose, and place as many as you want wherever you want them to be, but make sure they are a good deal up in the air.
Finally, in HMT, set the time for your weapon/powerup to respawn.
What'd we just do?
We just made AI that spawn in a vehicle, fall to the ground, and upon impact the vehicle dies, making it unusable, un-flippable, and invisble (so that it's not even there), the tank then flips over due to the edited physics tags, and let's out the AI.
Then, however much later, the tank respawns, filled with AI, and does it again. And again. And again.
The only known bugs are that eventually the tank may fly around. I believe it's due to interfering Physics tags, it's the only explanation I have. Another bug is that if there are too many AI on the map at once, the map will exception.
Next, open your map in HHT, and go to the [itmc] branch. Select a weapon/powerup you dont need, and change it's reference to the scorpion.
Then go under the [mod2] branch, and swap all the scorpions' shaders for a single shader, and go to that shader and swap all it's dependancys for a10 cryo glass (which you can edit to be entirely invisible).
Under the [vehi] branch, select the scorpion, and fill it's ACTV references with your AI.
In HMT, edit the scorpions physics so that it's mass is 130000, and that one thread has an antigrav strength of 0.125.
In HMT, open a30.map, and non-recursively save the SP banshee's coll.meta file to your desktop.
Open your map, and inject the banshees coll meta overtop of the tank's, then change it's health to 0.5. Uncheck the "Only hurt when occupied" flag.
In HHT, go under the [coll] branch and null all of it's individual collision models.
In HMT, go under the [jpt!] branch, and set "vehicle_hit_envirornment" damage to 1.
In sparkedit, find the weapon/powerup you chose, and place as many as you want wherever you want them to be, but make sure they are a good deal up in the air.
Finally, in HMT, set the time for your weapon/powerup to respawn.
What'd we just do?
We just made AI that spawn in a vehicle, fall to the ground, and upon impact the vehicle dies, making it unusable, un-flippable, and invisble (so that it's not even there), the tank then flips over due to the edited physics tags, and let's out the AI.
Then, however much later, the tank respawns, filled with AI, and does it again. And again. And again.
The only known bugs are that eventually the tank may fly around. I believe it's due to interfering Physics tags, it's the only explanation I have. Another bug is that if there are too many AI on the map at once, the map will exception.