Halo Tools
Halo CE Sound Converter Batch Customizer [dormant]
This button will create a customized batch file that can be placed in the same directory as "HCE Sound Converter.exe", and then run to automate all the conversions.

Make sure you are viewing the folder with all the sound files in the Navigate window to the left, and that the same files are in your HCE Sound Converter data directory. Current format is 44100hz and stereo channels.

[need to add customizable template options in the future]
Spawn Extractor
Upload a guerilla-exported scenario.txt:



Choose a type, or select Any Gametype to extract the appropriate spawns:

Any Type -OR- Select Gametype:

Spawn Injector
Upload a guerilla-exported scenario.txt...



Coordinate data from the "Spawn Tools" 3DS Max Plugin:
Spawn Injection: Overwrite All Replace Gametype Add

Gametype:
NHE/PCE Automatic Scenario Creator
Upload a guerilla-exported scenario.txt:



Choose an Injection Preset:
Halo NHE Halo PCE Clear Form

Or manually select from the following assets:
Spawn Markers - Place any item from the scenery palette at every spawn. Choose:
Use CTF Spawns - instead of TS, for Spawn Marker locations (i.e. Blood Gulch)
Vehicles - Add to palette and place 3 vehicles at mean spawn & ~500z
Weapons - Add 49 weapons to palette, used by the LUA timer for PCE
Cutscene Flags - Place a waypoint on rocket, camo, and overshield, for training mode
Cutscene Titles - Add the title messages for the XBOX pre-start countdown and HUD timer
Ingame Help Text - Add reference to tags\ui\hud\hudtimer file, used by Cutscene Titles
HUD Messages - Add reference to hud messages, to print NHE Mode to HUD at game start
Practice Mode - Reconfigure Race powerups and weapons with 30 second spawn times

Which version of Halo is this for?
Halo NHE Halo PCE - Determines which cutscene titles to use for the screen timer.

Get Max Script



This operation returns a full scenario. Changes and injections will have a covenant flair.
Spawn Probabilities
Spawn Weights
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At respawn time, Halo calculates each spawn point's weight (w) based on enemy and friendly distance. Each weight is then multiplied by the square root of a random value (√R) between 0 and 1. The game then selects the spawn with the highest weight.

This means, while unlikely, the largest starting weight (a forced spawn) could be multiplied by a small enough value to drop it down the list, resulting in a "random random".
So, the objective here is to find the Probability of each spawn point being assigned the largest weight (a.k.a. the selected spawn) after all have been modified by (√R).
Add and adjust spawn weights to the left, then click [Run Test] to build the formulae which determine spawn probabilities for the given weights.

Note that Probability Iterations needn't be set above 0 (it runs at least once to display results). Increasing this number will not change the output, but can be used to stress test javascript running the formula.

Trials should produce results that agree with the predictions, to a reasonable degree of accuracy, if set to a quarter million iterations or more.
Spawns
Probability Iterations
Trial Iterations
x=w2(R)
f=w(√R)
Divisor

0.771632
77.1632%
Append Results
Portal Spawn Influence
Map Clone 90 Map Clone 180 Map Clone 270
Player Bubbles Spawn Bubbles
Halo CE Server List Experiments
Check Point On 3D Line



Line
Point A
Point B


Point C


Fuck with some XML

Output
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Download
-- nothing here