Some bios of the enemies you will encounter in the campaign:
Covenant:
Special Ops Hunter:
Normally sent on Search-and-destroy missions, these guys are walking tanks. With impenetrable black armor and the strongest Covenant Shielding systems, only the strongest Hunters can don these massive suits. On their arm is the strongest version of the Covenant fuel rod, the Anti-Aircraft "Scream" Fuel Rod Cannon. Despite it's name, this fuel rod doesn't home; instead, it is 10 times as powerful as a normal fuel rod blast, and the Hunters in the Special Ops Armor can track and lead with 97% accuracy, giving them the capability of bringing down aircraft in 1 or 2 hits.
Assassin Hunter:
Sent on missions where stealth is a must, these Hunters are silent as the grave, managing to make no noise whatsoever when they pass. They don white armor and the same active camouflage technology the Elites do. They are normally found with or near camouflaged Elites, so be on your toes.
I also have a couple questions. I asked these over at the CMT section, didn't get too much help there, got most of my questions answered, but not all of them. I'm going to make this short and sweet. Here we go:
1. How do you unlock the first few maps so I don't get that EXCEPTION: ACCESS_VIOLATION error in Sapien? I extracted the tags recursively, I don't want to have to redo all of the AI, and changing it to Multiplayer didn't help. This is the error:
2. I replaced my .sound_looping tag reference in Guerrilla from the remix of the Halo theme played on the Silent Cartographer to a .sound_looping tag of the MIJOLNIR mix, and it doesn't play. It plays fine on my testing Blood Gulch, but not on the Silent Cartographer. Why?
3. How do you fix it so the Pelicans pick up and drop off in the right spots? My Warthog is delivered in the wrong spot, the insertion Pelicans are underwater (lol), and the extraction Pelican is 20 feet in the air.
+rep to anyone who answers a question and gets it to work.
Last edited by Jay2645; August 27th, 2007 at 06:42 PM.
1. I'm not sure what would be wrong with the first 3 scenarios, there's not much only they have and no others. The first thing I can think of is music... they all play the haloperc/haloperc_alt music at some point. Though unlikely, I'd still go through all of thier music tags. I'd also open some of heir referenced tags that are level-specific to see if anything is wrong there.
2. By this do you mean you opened up the scenario itsself and gvae it a new sound_looping, or changed references in the existing b30_01.sound_looping? If you replaced in the scenario, you must make all music changes in the sound_looping tags in the level's /music folder. If you did change the sound looping tag itsself and the music won't play, I suggest you check iyts compiling and tag settins with those of existing music sound tags.
1. I'm not sure what would be wrong with the first 3 scenarios, there's not much only they have and no others. The first thing I can think of is music... they all play the haloperc/haloperc_alt music at some point. Though unlikely, I'd still go through all of thier music tags. I'd also open some of heir referenced tags that are level-specific to see if anything is wrong there.
2. By this do you mean you opened up the scenario itsself and gvae it a new sound_looping, or changed references in the existing b30_01.sound_looping? If you replaced in the scenario, you must make all music changes in the sound_looping tags in the level's /music folder. If you did change the sound looping tag itsself and the music won't play, I suggest you check iyts compiling and tag settins with those of existing music sound tags.
1. Nope, that didn't solve anything.
2. I changed the references in the existing one, it should work, it matches the settings of other music tags.
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