To put friendly marines, repeat the process above for making an encounter, but this time make the team index "2 / human". Do the last step, but instead of changing the squad's actor type, change the actor type of each spawn point. The other way to do this, for when you don't feel like making a new squad for different troops, is spawn side. Then scroll down to the bottom and change the following text boxes from 0 to 5 - "normal diff count" and "insane diff count". If you want elites to spawn at any of the points, click on "squads_block_0" and change the actor type to the elite actor variant (assuming you imported it). Then in the game view, left click five times in different places. Move positions is only for when you want the squad to move to specific locations, so we'll click on Starting Locations. Now the squad's properties show up in the Properties Palette and two folders are under "squads_block_0"- Move Positions and Starting Locations. Once again, click "new instance" and expand the folder and "squads_block_0". Fake Start Positions is unnecessary IIRC). Now go back to the Hierarchy View and click on the "squads" folder (Firing Positions is a bit more advanced and generally not needed, as is Platoons. Set the team index to "3 / covenant" (team index "1 / player" should never be the team index of an encounter). So, let's pretend that you want this encounter to be elites. Technically, you can leave it like this and make the squads be the faction separators, but it makes scripting a little easier to just separate the encounters. This means that the encounter has no set faction, and will refer to whatever faction is in each of the actors' data.
![halo custom edition maps with ai halo custom edition maps with ai](https://i.ytimg.com/vi/2OZrOyTsw0o/hqdefault.jpg)
The first drop-down menu, the team index, will say something like "0 / default by unit". Before messing with the folders, let's mess with the encounter properties. The Properties Palette window should now show data you can edit and the Hierarchy View should show 4 folders under "encounter_block_0". Expand the folder then expand "encounter_block_0". "encounter_block_0" will show up next to the folder list and the "Encounters" folder will now be expandable.
![halo custom edition maps with ai halo custom edition maps with ai](http://12.199.124.104/images/files/lg/ACF491.jpg)
Click on "Encounters" and the "New Instance" button next to "edit types" should become un-greyed. The first on the list of folders in "AI" should be "Encounters". Expand the "mission" folder in Hierarchy View, scroll down to the folder appropriately titled "AI" (I guess you don't really have to scroll, it's like, the third one), and expand it.
![halo custom edition maps with ai halo custom edition maps with ai](http://hce.halomaps.org/images/files/lg/5screenshot00-151.jpg)
#HALO CUSTOM EDITION MAPS WITH AI HOW TO#
Congratulations, the easy part is over! Now, for the sake of this, I am going to tell how to make the most basic of AI maps. Once you have all of the variants you want, click "done". Double click (or single click then hit "add tags") on whatever character you want, and it should show up in the little text box thing below the folders. If it is an AI straight from the original campaign, the actor variant will likely be in characters\whatevercharacteryouwant (NOTE: if you are using a custom biped, you will need to set up an actor and actor variant tag first). This will bring you to your tag directory. When the window comes up, scroll the object class drop down menu and choose "actor_variant". In sapien (or a hobo, which I actually prefer) go to the hierarchy view window and click the "edit types" button. In case anyone reading doesn't have any experience with the HEK, I'll walk through the exact process. Ok, so I'll give you a crash course in adding ai (scripting and command lists are needed for the ai to do anything interesting, but I'll only go over one thing you will need in the level's script).