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Akarias

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About Akarias

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  1. General

    "Stealing" maps? thats petty. Yeh, you can goto your recent maps and save them from there so... get over it I guess?
  2. General

    Here: https://github.com/Akarias/Assembly-Compiler Go ham. (MCC only, you'll need to take snipe styles build and fix it up if you want regular big endian support OR fix all the endianess of how the expression values are written. Im lazy.)
  3. .MAP

    The additional AI will be seated in the pelican (if not, you will have to load them in manually with a script), but they wont get out unless you modify the relevant seat mapping to also have w/e seats included. (Woo my fancy node editor, should help you visualize it)
  4. .MAP

    The pelican's squad in the scenario tag has a command script set. Every time the squad is created, it will run said script. <--- Single Location Block You can just run call ai_place, but if you want more marines inside of it, you will need to add more of them on the pelican squad as passengers and adjust the seat mapping so they all exit correctly.
  5. Something else I was fiddling around with, hoping it will help people get their head around things. Feeling a bit rough, nothing a bit of halo stuff cant fix. Originally started this as a means to an end for learning MVC after encountering it in node network. UIs are not my forte. Edit: Finished writing the solver, needs more work for memory and initial placement plus alignment.
  6. Modding

    Sound injection is not automated. *
  7. Modding

    Continuous scripts + checking VERY large volumes will do that.
  8. Modding

    Its all down to missing animations. A nasty but fast way of dealing with it is to reuse existing animations with a new stringID to match that of the phantom_p etc strings.
  9. A thing I've wanted to do for a while. My custom nodes are not being displayed due to an error but you get the idea.
  10. Loop through your list for the amount that exists in the list, `list_count` will give your max count while `list_get` will return each object in that list. `volume_return_objects_by_type` is handy for filtering things out, so you wont be trying to pass unwanted engine objects that a volume check would get. Would be a good idea to make sure the AI you end up casting is actually alive too. Edit: You may want to take a look at how AI expressions are used, take a look at some campaign examples. They can be setup to reference a bunch of things including whole squads, objectives and tasks. Situational.
  11. Looks at the string name as defined in the Collision Region block. That block then defines the index and various permutations if there are different damage states. Its doable.
  12. Modding

    Those are just biped units. They wont have any AI associated with them. The units need to be crated via character tags.
  13. General

    Its much easier to do on ReachMCC. Just inject the various globals and add some entrys to the sandbox pallet. Go ham.
  14. Modding

    No they are they can actually be accessed in retail builds with a button combination. Haven't tried it in MCC though.
  15. Sound injection is not finished yet, you can still inject them manually if you are really desperate. I dont have the thread on hand but someone wrote a guide for it on here a few years ago iirc.