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Author Topic: Firefight multiplayer (13 messages, Page 1 of 1)
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Wolfie
Joined: Sep 24, 2011

"""the most epic"""


Posted: Sep 24, 2011 11:13 PM    Msg. 1 of 13       
hi everyone.
The other day i started making a firefight map, with elites and marines on blue/red sides. elites on blue, marines on red. you could change sides at will.

I was wondering if every time you killed the enemy you could actually rack up kills from killing them, or even have double kills n' stuff like Halo reach firefights. Is this possible or what?

Thanx


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Sep 24, 2011 11:30 PM    Msg. 2 of 13       
Most likely with scripts.


Wolfie
Joined: Sep 24, 2011

"""the most epic"""


Posted: Sep 25, 2011 09:20 AM    Msg. 3 of 13       
Yea but im a noob when it comes to scripting


Noobyourmom
Joined: Mar 23, 2010


Posted: Sep 25, 2011 11:13 AM    Msg. 4 of 13       
Absolutely that's possibly. You would rely heavily on the "ai_living_count [encounter]", and you could use a timer to the see if the count went down fast enough to be considered a double kill.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 25, 2011 12:55 PM    Msg. 5 of 13       
No, it's not.
ai_living_count wouldn't be able to tell your kills from your teammate's kills.
You can't add your kills on the AI to your kills on the multiplayer player list.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Sep 25, 2011 04:18 PM    Msg. 6 of 13       
Quote: --- Original message by: SlappyThePirate
No, it's not.
ai_living_count wouldn't be able to tell your kills from your teammate's kills.
You can't add your kills on the AI to your kills on the multiplayer player list.


I've had ideas, but that's what killed my ideas.


Wolfie
Joined: Sep 24, 2011

"""the most epic"""


Posted: Sep 25, 2011 06:46 PM    Msg. 7 of 13       
Quote: --- Original message by: Noobyourmom
Absolutely that's possibly. You would rely heavily on the "ai_living_count [encounter]", and you could use a timer to the see if the count went down fast enough to be considered a double kill.


Thanks I'll try that


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Sep 25, 2011 07:49 PM    Msg. 8 of 13       
Quote: --- Original message by: SlappyThePirate
No, it's not.
ai_living_count wouldn't be able to tell your kills from your teammate's kills.
You can't add your kills on the AI to your kills on the multiplayer player list.


I already had a beta script on them but Kirby thought up an improved version of mine. Since he is usually too busy with CMTSPV3 trying to figure out the different commands and such, I'm all you've got unfortunately.

*Will type Script later*
-Zekilk
Edited by cyboryxmen on Sep 25, 2011 at 07:54 PM


Noobyourmom
Joined: Mar 23, 2010


Posted: Sep 25, 2011 09:17 PM    Msg. 9 of 13       
Quote: --- Original message by: SlappyThePirate
No, it's not.
ai_living_count wouldn't be able to tell your kills from your teammate's kills.
You can't add your kills on the AI to your kills on the multiplayer player list.


True, but I'm assuming this is a multiplayer map for single player purposes, since ai can't sync.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 28, 2011 10:18 PM    Msg. 10 of 13       
Quote: --- Original message by: cyboryxmen

Quote: --- Original message by: SlappyThePirate
No, it's not.
ai_living_count wouldn't be able to tell your kills from your teammate's kills.
You can't add your kills on the AI to your kills on the multiplayer player list.


I already had a beta script on them but Kirby thought up an improved version of mine. Since he is usually too busy with CMTSPV3 trying to figure out the different commands and such, I'm all you've got unfortunately.

*Will type Script later*
-Zekilk
Edited by cyboryxmen on Sep 25, 2011 at 07:54 PM
Yeah, a few people have tried to do this. At first I thought of using the object_is_looking_at_object and player_action_test_primary_trigger to check if it's you who's pointing your gun at the enemy AIs. But that doesn't work for grenades and stuff like that.
ASPGrunts (back when he was called that) tried to make explosives like rockets and grenades spawn a trail of invisible bipeds that an invisible Ai would follow to the target and detect a kill.


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Sep 30, 2011 10:23 AM    Msg. 11 of 13       
You were close. My method is a modified version of yours.
-Zekilk


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 30, 2011 04:55 PM    Msg. 12 of 13       
Quote: --- Original message by: cyboryxmen
You were close. My method is a modified version of yours.
-Zekilk
Man, everyone uses the word modified... how is it different?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Sep 30, 2011 07:20 PM    Msg. 13 of 13       
Since I have no clue who I ever talk to these things about, im assuming one of the like 10 ways I have thought of that I may or may not of told to you, would be the overkill method of attaching a biped infront of the one person, make all projectiles go through it (while hurting it) and then whomever has theirs damaged before the thing dies gets it, but this is inefficient for slow projectiles and grenades.

You could technically use core_save, core_load, and scripts to track points by loading non-existent players into the game... this would actually be the best way I can think of; drag them around as meat-shields, and when they notice their attached player dead, kill the AI hes attached to. You can then log how much certain AI die as well since they have the players tracking their deaths.

 

 
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