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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »DarkZealot's "How to use Developer mode" and questions about dev topic

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Author Topic: DarkZealot's "How to use Developer mode" and questions about dev topic (96 messages, Page 3 of 3)
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DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Jun 21, 2008 07:40 PM    Msg. 71 of 96       
Try this:

objects_attach pelican "cargo" hog "" .


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 19, 2008 02:35 AM    Msg. 72 of 96       
Would you be able to get a client with your rcon to run these commands? (assuming you and they both have alldev on)

EDIT: Sorry about bumping this, only just realised D=
Edited by Mythril on Jul 19, 2008 at 02:51 AM


Dhark
Joined: Feb 2, 2008

I believe in Dennis Powers


Posted: Jul 19, 2008 02:31 PM    Msg. 73 of 96       
how....informative lol

and does it have to be a specific vehicle to attach or could i attach a longsword to the pelican's cargo? :D


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Jul 19, 2008 05:58 PM    Msg. 74 of 96       
Quote: --- Original message by: Mythril
Would you be able to get a client with your rcon to run these commands? (assuming you and they both have alldev on)

EDIT: Sorry about bumping this, only just realised D=
Edited by Mythril on Jul 19, 2008 at 02:51 AM


Nice bump!


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Jul 19, 2008 06:15 PM    Msg. 75 of 96       
Quote: --- Original message by: Scorpio
Quote: --- Original message by: Mythril
Would you be able to get a client with your rcon to run these commands? (assuming you and they both have alldev on)

EDIT: Sorry about bumping this, only just realised D=
Edited by Mythril on Jul 19, 2008 at 02:51 AM

Nice bump!

Yeah! Nice on-topic bump! The answer to this question is yes and no. A client can use dev, but it mostly works for the host. Things like cheat_all_weapons will only make weapons spawn around the host, not you. Other commands just probably won't work completely if you try to use them.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 19, 2008 06:29 PM    Msg. 76 of 96       
Quote: --- Original message by: ODX
Quote: --- Original message by: Scorpio
Quote: --- Original message by: Mythril
Would you be able to get a client with your rcon to run these commands? (assuming you and they both have alldev on)

EDIT: Sorry about bumping this, only just realised D=
Edited by Mythril on Jul 19, 2008 at 02:51 AM

Nice bump!

Yeah! Nice on-topic bump! The answer to this question is yes and no. A client can use dev, but it mostly works for the host. Things like cheat_all_weapons will only make weapons spawn around the host, not you. Other commands just probably won't work completely if you try to use them.


Ah...that explains a lot. D=

Thanks a lot!


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Jul 30, 2008 09:23 PM    Msg. 77 of 96       
Now I will bump!

What is the dev command to make AI exit vehicles?


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Jul 30, 2008 10:03 PM    Msg. 78 of 96       
Quote: --- Original message by: Scorpio
Now I will bump!

What is the dev command to make AI exit vehicles?


Meh roflcopter goes lol. It's ai_exit_vehicle <AI>.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 1, 2008 06:01 PM    Msg. 79 of 96       
I tried that but couldn't get it to work.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Aug 1, 2008 08:25 PM    Msg. 80 of 96       
Quote: --- Original message by: Dhark
how....informative lol

and does it have to be a specific vehicle to attach or could i attach a longsword to the pelican's cargo? :D


You coudl attrach the longsword to the warthog if you want... any vehicle with a seat works and there's no limitation to the amount of vehicle you can attach. You could attach all of hugeass vehicle to a single warthog. For the host's point on view it it looks funny.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 1, 2008 09:10 PM    Msg. 81 of 96       
Quote: --- Original message by: OpsY
Quote: --- Original message by: Dhark
how....informative lol

and does it have to be a specific vehicle to attach or could i attach a longsword to the pelican's cargo? :D


You coudl attrach the longsword to the warthog if you want... any vehicle with a seat works and there's no limitation to the amount of vehicle you can attach. You could attach all of hugeass vehicle to a single warthog. For the host's point on view it it looks funny.


It does indeed.
I attached a ghost to a warthog gun in h2_zanzibar while my friend was in the ghost. He was like...wtf?

Also, vehicle_load_magic, if you put someone into a gunner seat, they see it normally.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 1, 2008 10:45 PM    Msg. 82 of 96       
Quote: --- Original message by: l283023
To turn on wireframe mode type:
rasterizer_wireframe on


Speaking of that, here are some pretty good rasterizer commands that I know:

But before I go on, most of the "debug" commands don't work in-game. But I've heard of people saying that they can be activated by enabling "debug mode" (NOT devmode, something else) in Halo CE. I've never heard of that being possible, so does anyone know of this?

rasterizer_fog_plane <boolean> - This turns on\off any fog that is under a certain area of the map only, i.e. the pink fog under Damnation's waterfalls or the fog under the water of Death Island.

rasterizer_fog_atmosphere <boolean> - This turns on\off any fog that is in the sky of a level.

Also,

weather <boolean> - turns on/off any weather particles (snow, rain, etc)

All of the above commands sometimes give you an insanely better visibility in some maps, and since they only affect the game visually, they can be used by hosts and clients.

For example, in Rpg_beta5, the water, which is normally very dark blue and very hard to see through, becomes practically clear with the use of "rasterizer_fog_plane 0"

debug_motion_sensor_draw_all_units <boolean> - one of the few debug commands that actually works in-game. This basically turns your motion tracker into a radar: Whether a unit is still or not, it shows up on the tracker. But, it only works within the boundaries of the game type, so it wouldn't show enemies if the game type has the tracker set to "Friends only" for example. For single player though (which I haven't tried yet) this might help a LOT, particularly if it could show enemies using active camo. I should try this now...

Also, I'm going to cover commands that only work in Sapien, but are VERY useful for anybody who makes maps. Here's a few:

debug_structure <boolean> - This turns on a mode that traces all of the BSP's edges in black lines, allowing you to see the faces of the map on top of the in-game render of the BSP.

debug_portals <boolean> - I don't think portals are in cluster properties in Sapien, so it's useful. It enables or disables a mode that draws the portals of the BSP in black lines, again with the normal render as well.

run_game_scripts <boolean> - this allows you to run the scripts of the map in Sapien, which isn't entirely useful, since the player is needed for most scripts... but either way, it's there...

debug_scripting <boolean> - this shows which scripts are running, how much sleep time is left on each, and which command is next to be executed, all in real-time.

collision_debug <boolean> - turning this on enables a useful mode with a little red arrow in the middle of the game window. Point the arrow at any part of the map, and the collison surface that's being pointed at has its edges highlighted in red, and in the top left, the material type, surface number, plane number, and angle of the surface are shown. It also tells you if the surface is breakable, two-sided, invisible, etc.

debug_render_freeze <boolean> - I wouldn't say this is useful at all, but it's definitely interesting. Turning it on freezes the render, including the sky, clipping, and any other method of saving resources. The sky, you'll find, is a tiny little damn ball that hovers over your head. It moves with you wherever you go, and it draws behind any other object, making the perfect illusion. You'll also see that almost everything that you weren't looking at when you froze the render isn't displayed. It makes sense to save memory if you're not looking there, right?

There's more, but my fingers are dying from typing. I hope this was useful.
Edited by Me KS on Aug 1, 2008 at 10:47 PM


Enzo03
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Screenshot Guru
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Joined: Aug 3, 2007

I'd rather go without than take what you'd bring.


Posted: Aug 1, 2008 10:55 PM    Msg. 83 of 96       
I think the outline mode one would be awesome for showing people pics of a WIP level that is in the engine already (or for other various things).


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 4, 2008 09:23 AM    Msg. 84 of 96       
Quote: --- Original message by: DarkZealot
Quote: --- Original message by: Scorpio
Now I will bump!

What is the dev command to make AI exit vehicles?


Meh roflcopter goes lol. It's ai_exit_vehicle <AI>.


I'm not understanding what I have to put in the <ai> spot.

So say that I have a pelican or transhog full of marines that I want out. What do I type?
Edited by Scorpio on Aug 4, 2008 at 09:23 AM


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Aug 4, 2008 09:26 AM    Msg. 85 of 96       
The AI Encounter or Squad.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 4, 2008 04:40 PM    Msg. 86 of 96       
So what would be the name of the pelican in this map?

http://hce.halomaps.org/index.cfm?fid=3918


HaloSlayer
Joined: May 21, 2007

Used to be my H3 Emblem


Posted: Aug 4, 2008 05:23 PM    Msg. 87 of 96       
Map phails. I doubt the pelican has a name.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 5, 2008 09:21 AM    Msg. 88 of 96       
Quote: --- Original message by: HaloSlayer
Map phails. I doubt the pelican has a name.


Thanks for your post, but it has been classified as "unhelpful" and you have been requested to please "GTFO". Have a nice day!


HaloSlayer
Joined: May 21, 2007

Used to be my H3 Emblem


Posted: Aug 5, 2008 09:24 AM    Msg. 89 of 96       
Lol. GTFO eh? GTFO to where?


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Aug 5, 2008 09:27 AM    Msg. 90 of 96       
Somewhere out of this topic. And why do you expect ME to extract this map, and open it in Guerilla just to tell you the names of the Pelicans?

Would you like me to do that for every other map with a Pelican in it?


HaloSlayer
Joined: May 21, 2007

Used to be my H3 Emblem


Posted: Aug 5, 2008 10:16 AM    Msg. 91 of 96       
My hands are clean in this.... I didn't ask nuthin...


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 5, 2008 10:30 AM    Msg. 92 of 96       
Sorry.....that was my brother, not me. I hate AI maps. He keeps using MY account for questions he's too afraid to ask with HIS account.


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: Aug 5, 2008 10:38 AM    Msg. 93 of 96       
Yes I AM using your account XD but I'm not AFRAID of anything you liar.

Anyway.....How else would i find the name of that pelican?


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 6, 2008 03:09 AM    Msg. 94 of 96       
Quote: --- Original message by: CrossFade
Yes I AM using your account XD but I'm not AFRAID of anything you liar.

Anyway.....How else would i find the name of that pelican?


Tcha.

Anyway, open the map in HEK+ (can be found on this site), export the .scenario found in levels\mapname

OR

levels\test\mapname

Open it in guerilla, which is part of HEK (not to be confused with HEK+)

Go to vehicles

Find the pelican you want

See if it has a name.

But I doubt it will.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Aug 6, 2008 10:10 AM    Msg. 95 of 96       
HEK for some reason will not work on either of our computers. I keep telling him AI maps are a waste of time, but.....


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 7, 2008 02:07 AM    Msg. 96 of 96       
Quote: --- Original message by: Scorpio
HEK for some reason will not work on either of our computers. I keep telling him AI maps are a waste of time, but.....


You need some framework thing, no idea how it works.

But I checked that link, and in the readme

There was this command to make your AI allies exit the vehicle.

Am I mistaken?

Maybe I just didn't read clearly enough...

EDIT

Yeah, I wasn't wrong. Please read the readme/description.

Years before the Human-Covenent War, rebels on Yuma-Kiya III controlled much of the planet. Recently UNSC forces have been trying to reclaim the planet. Help the rebels fight back.

You are outnumbered, but you have more vehicles to your disposal.
Note: Use the AllDev command "ai_exit_vehicle " To drop troops from a Pelican or Transhog.
Possible values for include "rebelship", "rebelground1" and "rebelground2".


Mhm?
Edited by Mythril on Aug 7, 2008 at 02:11 AM

EDITATION OF THE MOAR!:

Is there or is there not a command to force a player to change teams?
Edited by Mythril on Aug 8, 2008 at 04:45 AM

 
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