-
Notifications
You must be signed in to change notification settings - Fork 56
111225 H3 guide and page updates #257
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Changes from 6 commits
753dc72
ae8dc11
cfc42be
ea5a544
2624005
2baf43c
5e66b1c
f66eae8
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
| Original file line number | Diff line number | Diff line change |
|---|---|---|
|
|
@@ -28,7 +28,7 @@ The highest level of the AI pathfinding system for gameplay purposes, [objective | |
| | Zone properties | Description | ||
| |-------|---------- | ||
| | Manual bsp index | Allows the level designer to bypass the automatic bsp assignment for a zone, defaults to *on* | ||
| | Giants zone | Marks the zone for use with [Scarab units](~h3/guides/scarab#overview) | ||
| | Giants zone | Marks the zone for use with [Scarab units](~h3/guides/units/scarab#overview) | ||
| | Manual bsp | Lets you set what BSP this zone should be assigned to | ||
|
|
||
| ## Areas | ||
|
|
@@ -109,19 +109,18 @@ Most hints will have two general flags: | |
| - bidirectional : AI can use this hint going fowards and backwards across it, some exceptions apply | ||
| - closed : Unknown/needs additional research | ||
|
|
||
| {% figure src="wellhint.jpg" %} | ||
| Pictured: How correctly set up well and flood hints are seen from the view of the well hint selection, note how the well hints draw paths that enter and exit the flood hint | ||
| {% /figure %} | ||
|
|
||
| | Hint type | Description | ||
| |-------|---------- | ||
| | well | Using right click you draw a path for certain AI to take to jump on or off flood hint sectors, closing the path with left click | ||
| | jump | Using right and left click you draw a set of vectors (starting from the top two points) that detmermines a direction for AI to take jumps in, can also be used for for vaulting, a section below will detail additional flags | ||
| | climb | Using right and left click draw a verticle path from which AI will attempt to climb up using their hoist animations | ||
| | flight | Using right click draw a path of points in which flying AI can use to fly around an area without the use of firing positions, close with left click | ||
| | cookie cutter | Using right click you create a box that you can alter the dimensions of, inhibits *all* pathfinding through the area of the cookie cutter box | ||
| | flood | Using right click you draw an enclosed area that certain AI will climb on or off, seal this area with left click, typically used for drones or flood pureforms to climb on, walk around and attack from walls, needs well hints | ||
| | giant | Consists of two sub-types: sector hints and rail hints, sector hints are used to define the area in which scarabs will pathfind (Used *with* scarab zones) and rail hints are used for the scarab to transition between different sectors, use right click to create vertices in the sector or the starting position of the rail and left click to seal the sector or end the rail, **see [the scarab usage guide ](~h3/guides/scarab) for more info about setting up scarab units for gameplay.** | ||
| ## Well hint | ||
|
|
||
|  | ||
|
|
||
| Using right click you draw a path for certain AI to take to jump on or off flood hint sectors, closing the path with left click. | ||
|
|
||
| ## Jump hint | ||
|
|
||
|  | ||
|
|
||
| Using right and left click you draw a set of vectors (starting from the top two points) that detmermines a direction for AI to take jumps in, can also be used for for vaulting, a section below will detail additional flags. | ||
|
|
||
| | Jump hint flags | Description | ||
| |-------|---------- | ||
|
|
@@ -130,10 +129,42 @@ Pictured: How correctly set up well and flood hints are seen from the view of th | |
| | railing | Treat this hint as a vault in which AI will try to vault over the obstacle using their vault animations | ||
| | vault | Unknown/needs additional research | ||
|
|
||
|  | ||
|
|
||
| ## Climb hint | ||
|
|
||
|  | ||
|
|
||
| Using right and left click draw a verticle path from which AI will attempt to climb up using their hoist animations, place starting point near the base of the climb with the end point slightly inland from the exit of the climb, depending on the height of the hint AI will either use hoist step, hoist crouch or hoist stand functions. | ||
|
||
|
|
||
| ## Flight hint | ||
|
|
||
|  | ||
|
|
||
| Using right click draw a path of points in which flying AI can use to fly around an area without the use of firing positions, close with left click. | ||
|
|
||
| ## Cookie Cutter hint | ||
|
|
||
|  | ||
|
|
||
| Using right click you create a box that you can alter the dimensions of, inhibits *all* pathfinding through the area of the cookie cutter box. | ||
|
|
||
| ## Flood hint | ||
|
|
||
|  | ||
|
|
||
| Using right click you draw an enclosed area that certain AI will climb on or off, seal this area with left click, typically used for drones or flood pureforms to climb on, walk around and attack from walls, needs [well](~pathfinding#well-hint) hints. | ||
|
|
||
| ## Giant hint | ||
|
|
||
|  hints draw a path between the sector hints") | ||
|
|
||
| Consists of two sub-types: sector hints and rail hints, sector hints are used to define the area in which scarabs will pathfind (Used *with* scarab zones) and rail hints are used for the scarab to transition between different sectors, use right click to create vertices in the sector or the starting position of the rail and left click to seal the sector or end the rail, **see [the scarab usage guide ](~h3/guides/units/scarab) for more info about setting up scarab units for gameplay.** | ||
|
|
||
| ## Object hints | ||
|
|
||
| Objects such as [crates](~crate) have the ability to use dynamic hints such as vaulting, mounting and hoisting, these are defined by markers on the [render_model](~) | ||
|
|
||
| # Debugging | ||
|
|
||
| When spawning in AI, you may notice certain issues with them, among these are colored triangles above their heads: green means no objective set or no firing positions available within the current task of that AI, yellow can appear if there's a rather limited number of firing positions for the number of AI in the task, or if the AI cannot pathfind to the assigned firing positions. There is also a red triangle but it is very rare and will need additional research and replicable methods of attainment to know it's effects. | ||
| When spawning in AI, you may notice certain issues with them, among these are colored triangles above their heads: green means no firing positions available to that AI. Yellow can appear if there's a rather limited number of firing positions for the number of AI in the task, or if the AI cannot pathfind to the assigned firing positions. Finally a red triangle can appear if the AI lacks the idle and alert [style](~) behaviors when in those states [(assumed combat status 1 and 2)](~ai#combat-status-and-alertness), but there may be more conditions it can appear under that are not yet known. | ||
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,58 @@ | ||
| --- | ||
| title: Weapon alternate fire | ||
| img: pp_glow.jpg | ||
| caption: An overcharge alternate fire | ||
| keywords: | ||
| - alt-fire | ||
| - overcharge | ||
| - alternate fire | ||
| about: | ||
| thanks: | ||
| odchylanie_uderzenia: Writing and research | ||
| --- | ||
| [Weapons](~weapon) in Halo have a variety of different mechanics and firemodes, some of these include the ability to use an alternate form of attack such as an overcharge or a scoped-in fire mode, this page will serve as a guide for setting these features up within your weapon tag. | ||
|
|
||
| Alternate fire modes in Halo are mostly hard-coded behavior types associated with specific [trigger types](~weapon#new-triggers), as such these will be our alternate fire methods. | ||
|
|
||
| Make sure to reference the **weapon tag** page itself for more in-depth details of the fields and how they work. | ||
|
|
||
| ## Latch autofire | ||
|
|
||
| Easily the most common type used in the franchise, the plasma pistol is notable for using this trigger type, behaving as latch when tapping the trigger or fire keys quickly, but if the key or trigger is held for longer than the *autofire time* the secondary barrel begins charging, to be released upon command when fully charged, or should the barrel overcharge. | ||
|
|
||
| After setting your trigger type to latch autofire, you may then specify your barrels, the primary barrel will be when the weapon is not charging, and the secondary will be for fully charged, assign your barrels to these as you desire | ||
|
|
||
|  | ||
|
|
||
| ## Charge | ||
|
|
||
| The quirky sibling of latch-autofire, charge behaves in almost the same way except with the focus being on charging the secondary barrel and only firing the primary barrel if the secondary fails to be fully charged when the key is released. | ||
|
|
||
| Can be set up the same way as latch autofire, but ignores the autofire time field. | ||
|
|
||
|  | ||
|
|
||
| ## Spew Charge | ||
|
|
||
| As common as the spartan laser itself, this unique trigger type is only used for that specific weapon, but generally it's an automatic fire weapon that fires it's first barrel while charging it's second, once the second barrel finishes charging it then takes over firing as a semi-auto or burst attack. | ||
|
|
||
| After setting your trigger type to spew charge, you may then specify your barrels, the primary barrel will be when the weapon is charging, and the secondary will be for fully charged, assign your barrels to these as you desire | ||
|
|
||
|  | ||
|
|
||
| ## Latch zoom | ||
|
|
||
| Perhaps the easiest to understand and set up, this type of alternate fire is used for semi-auto/burst weapons that gain an alternate fire mode when zooming in, due to the limitations of this trigger type, no automatic fire modes are possible. | ||
|
|
||
| After setting your trigger type to latch zoom, you may then specify your barrels, the primary barrel will be when the weapon is unzoomed, and the secondary will be for zoomed, assign your barrels to these as you desire | ||
|
|
||
|  | ||
|
|
||
| ## Secondary trigger | ||
|
|
||
| Being the most archaic method of implementing an alternate fire, this method doesn't use any special trigger types at all, but instead uses a whole seperate trigger with it's own button input, this allows the issues of prior types to be ignored, but comes at a cost. | ||
|
|
||
| Simply add another trigger block and assign it to a differing input such as melee or left trigger, be aware that these buttons have preestablished functions such as melee, zooming or vehicle boosting, for handheld weapons it would advised to disabled binoculars and grenade throwing so there are no keybind conflictions across keyboard or controller. | ||
|
|
||
|  | ||
|  |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,6 @@ | ||
| --- | ||
| title: H3 tag guides | ||
| stub: true | ||
| --- | ||
|
|
||
| {% childList /%} |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,6 @@ | ||
| --- | ||
| title: H3 unit guides | ||
| stub: true | ||
| --- | ||
|
|
||
| {% childList /%} |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Can we clarify what a well hint actually is? Reading this, I understand it has something to do with the Flood, but I don't know what it is or why I'd want it. The name "well" isn't self-explanatory like "jump hint" is.