Bro, I gotta say, you are the best Halo scripting guide out there! I am currently making a Destiny-style raid with puzzles and custom bosses, and I wouldn't be nearly as far as I am now without your help! Thank you and keep doing what you do! It doesn't go unappreciated!
It really could have. So many things could have been included in the object properties without scripting. But that is why I’m here. Because unfortunately they didn’t.
@@acrustykrab man I didn't save it, but I believe you use on squad spawn with squad label, then just make that squad a label you wouldn't make any others like whiskey, then that squad only should spawn with the unique weapon
I followed the script to a T, but it doesn't work. The Elite Ultra spawns with default inventory. Being an experienced scripter, i see no reason why it should not work for me. Any ideas?
Hey this didnt seem to work for me. I followed each step but the units seem to not spawn with the weapon variant. Any idea on how to fix this with multiple units in one squad?
It depends on the unit. If you try to give an AI a weapon that it can't normally hold anyway (Elites can't hold gravity hammers) then it won't work at all. Some units like the chieftain can't use weapons other than their designated turret or hammer even if they can hold them. I'm coming out with a video tomorrow that kinda goes more in depth with the multiple AI units that you're asking
That is true, because phantoms are still weird when it comes to spawning. What you would have to do is give the units in the squad assigned to the phantom (bravo for example) the weapon after roughly 24 seconds, which is when the units are counted as spawned in, even though the phantom is right there and you see them all, they are not counted as spawned nor individual units. This makes it so that the weapon is given to the squad already spawned, just very shortly after they are spawned.
I’m curious whether or not you can spawn them with no weapon or at least no ammo? Like you can with Spartans, I’m tryna do a elimination style run from the brutes type thing but have some ai grunts and or marines etc to get there buts kicked, plasma pistols don’t really put a wrench in that but it’d be that much cooler if they didn’t have weapons either
I'm getting confused, are there ways to do this for multiple/specific spawners? Sorry I'm not sure if I missed that part, I got it working, but now I'm like ok, now I want multiple spawners spawning an AI/AIs with specific weapons
Yes. To have a different set of weapons for those spawners, just make sure to use “on squad spawned with squad label” instead of “on squad spawned” Then change the squad label when setting up your spawners to reflect the squad label you have set. So what ever spawners you want to have the elite bloodblade for example, set them to alpha. Then repeat the script and instead of alpha, change the squad label to bravo, and select a different type of weapon.
@@-Zechariot Yeah, because I’m trying to add looping AI waves to CTF maps I find on the browser, and I wanna do boss waves where the units of that have select custom weapons. Also, how do I do looping waves for each team (16 on each side, and when 1 side is wiped they send their next wave)?
@@ButFirstHeLitItOnFire there was someone in the discord that was setting up exactly what you're trying to do. I'll have to go look and see what we came up with.
Mmm, honestly, not gonna lie, even I don't know, because I haven't looked at the video/post talking about them. I'm going to assume it is a brain similar to a script brain that allows you to use it across multiple maps without needing a prefab. Not sure yet though.
@@UnfittingMantis well, something is conflicting or maybe one detail might be off. That’s why I test at the end to make sure it’s functioning based on how I show it. Make sure the squad is the right label. Also if it’s not a combination weapon you don’t have to worry about using that node and can select it from the “give unit new weapon” node. And make sure that the method in which is gives it the weapon is “replace all” or “swap primary” as well as making sure the last node about waiting is set to false.
You can either use two different squads and spawners to set it up that way, or set up a branch that checks the character type or species and gives them a weapon based on what species or specific ai type they are.
Yes. “On squad spawned” > “for each object” - get all AI units, plug into objects pin - get squad from AI unit, connect it to the current object pin - get squad has squad label, set to the squad you want to have the custom weapon - > branch, connected to execute per object pin - connect get squad has squad label node to the condition of the branch > “give unit new weapon” set it up with the weapon you want to give them, connect unit to current object pin That should do it. Just remember if the AI can’t normally hold the type of weapon it will just give the AI their default weapon. So if you have 5 elites and 2 hunters, and want to give them all the elite bloodblade, only the elites would get it even though the hunters are also on the same squad.
Hey man, have you looked much into the use of spartan bots and Campaign AI? Do they work well together and do you know any decent scripts that could be handy for maps, be interesting to put spartan bots on the same team as the AI etc, also would like to know if it's possible to put "Iratus" infected spartans on the same team as the AI, I'd like to set up a script for a pve campaign I'm making, but if a player dies a infected spartan bot joins their ranks 👀
The bots work fine alongside the AI, the only problem with bots is that they don't actively chase other AI or players like the AI do. They kinda wander around the nav mesh in a random fashion. I haven't played around with traits much yet. If the Iratus spartans are a trait, then yes. If not, it might be gamemode specific, in which the map would probably need to be designed specifically for that at least. Because in infection I'm going to guess that Team 1, defenders, are the players and team 2, attackers are the infected. In which case just anything on Team 2 would be allied with the Iratus spartans. But this is all presumptuous because I haven't looked at it yet. I could be wrong when I actually do.
You don't place suicide grunts... Grunts in general will just suicide if you kill an elite, brute or to many enemies they will automatically become suicidal trying to take you out
I think he means that it's too complicated to just give them a weapon variant. I disagree though, 3 nodes is actually really simple, especially in comparison to... *some* things.
@@watermelongaming3698 Fair enough. It really should be selectable from the object properties if we can give them the guns via script this easily anyway.