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Author Topic: [RELEASE]: New Mombasa Beta (235 messages, Page 6 of 7)
Moderators: Dennis

YottaBiter
Joined: Jan 5, 2017

ba dum tss!


Posted: Apr 17, 2018 12:09 AM    Msg. 176 of 235       



DeadHamster
Joined: Jun 8, 2014


Posted: Apr 21, 2018 12:29 PM    Msg. 177 of 235       


(global short spawning 0)
(global short tempint 0)
(global short tempint2 0)
(global short hspawning 0)

;;The scripts below are used by the local scripts to destroy and create the dropship that places the AI in the map. Only one AI drop can be done at a time,
;; the local scripts wait for their chance to spawn AI, run the create dropship command, AI gets loaded up, dropped off and then it run the destroy dropship command afterwards to clean the slate.

(script static void spawn_dropship
(object_create gl)
(object_create dropship)
(object_create gd_r)
(object_create gd_l)
(object_create td_r)
(object_create td_l)


(unit_close gl)
(unit_close td_r)
(unit_close td_l)

(objects_attach dropship "gravlift" gl "")
(objects_attach dropship "troop_door_right" td_r "")
(objects_attach dropship "troop_door_left" td_l "")
(objects_attach dropship "turret_door_left" gd_l "")
(objects_attach dropship "turret_door_right" gd_r "")
)

(script static void destroy_dropship
(objects_detach dropship gl)
(objects_detach dropship td_l)
(objects_detach dropship td_r)
(objects_detach dropship gd_l)
(objects_detach dropship gd_r)

(object_destroy dropship)
(object_destroy gl)
(object_destroy gd_r)
(object_destroy gd_l)
(object_destroy td_r)
(object_destroy td_l)
)



;; Our spawn system creates a single script that spawns AI in a shared location. The AI are then migrated to local AI which populate each indivdual BSP
;; the spawn script is below. We call for the AI in scripts beneath it. The spawn script is global, the scripts that call it are all local.
;; The scripts beneath wait for the BSP to be valid, for the AI to be out of reinforcements, and for the player to be near that AI's section.
;; Then we run the cspawner script and wait for it to create our encounter. After 55 ticks, the local script migrates the AI and begins the dropship.
;;For marines, we wait until the player has left that zone and then spawn the AI, migrate the AI, and then run (ai_teleport_to_starting_location) to move them to the BSP.
;; the spawn points are placed so that the player cannot see them unless they are inside that zone. This makes sure that AI won't ever pop-up in front of the player's view.
;;For Covenant, We create 10 squads that can be dropped, to be sure there are a proper mix and setup of the characters.
;;Since the marines are for support, we simply pick one at random repeatedly until we have 6, and then migrate them to the local BSP.




(script continuous hspawner ;; as hspawner is a continuous, in our startup script "Preheat" we put it to sleep remotely.
(if (> (ai_living_count hspawn) 5)
(sleep -1) ;; if there are more than 5 marines, the script sleeps indefinitely.
(begin ;; if there are not more than 5 marines, it spawns one at random.


(set tempint (random_range 1 10))

(if (= tempint 1)
(ai_place hspawn/MAR))
(if (= tempint 2)
(ai_place hspawn/MBR))
(if (= tempint 3)
(ai_place hspawn/OAR))
(if (= tempint 4)
(ai_place hspawn/OBR))
(if (= tempint 5)
(ai_place hspawn/M++))
(if (= tempint 6)
(ai_place hspawn/PSM))
(if (= tempint 7)
(ai_place hspawn/PSG))
(if (= tempint 8)
(ai_place hspawn/PHP))
(if (= tempint 9)
(ai_place hspawn/FMAR))
)
)

;; because the script uses the (sleep -1) command in the true return of an IF statement, when the script is woken it will return back to the IF and run again.
;; The ELSE half is the (begin script, which randomly spawns one AI.



)



(script static void cspawner
(set tempint (random_range 1 11))

(player_action_test_reset)

(sleep 5)

(if ( = 1 (player_action_test_look_relative_left))
(begin
(set tempint2 (random_range 1 11))
(set tempint (/ (+ tempint tempint2) 2))
)
)

(set tempint2 (random_range 1 1000))

(if (> 500 tempint2)
(begin
(set tempint2 (random_range 1 11))
(set tempint (/ (+ tempint tempint2) 2))
)
)

;; We do a plethora of random_range grabs of all different ranges because Bungie did not create a true RNG, and it always goes through the same cycle of numbers
;; By calling for a 5 tick player test, we also add another truly random element into the mix.
;; The more times we run the command, the more ticks it takes to spawn the AI, and the longer the scripts below have to wait after calling for them.

(ai_place cspawn/g+pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/j+sh)
(ai_place cspawn/s-pp)
(ai_place cspawn/s-pp)

(if (= (game_difficulty_get) hard)
(begin
(ai_place cspawn/e-pr)
(ai_place cspawn/gund)
)
)
(if (= (game_difficulty_get) impossible)
(begin
(ai_place cspawn/e+cb)
(ai_place cspawn/s+nd)
(ai_place cspawn/s+nd)
)
)

(if (= tempint 1)
(begin
(ai_place cspawn/e-pr)
(ai_place cspawn/e+pr)
(ai_place cspawn/g+pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/j-pp)
(ai_place cspawn/j+sh)
)
)

(if (= tempint 2)
(begin
(ai_place cspawn/BF-BP)
(ai_place cspawn/BF-BP)
(ai_place cspawn/BL-CB)
(ai_place cspawn/g+pp)
(ai_place cspawn/s+nd)
(ai_place cspawn/s-pp)
(ai_place cspawn/jSCB)
(ai_place cspawn/j-pp)
)
)

(if (= tempint 3)
(begin
(ai_place cspawn/BL-CB)
(ai_place cspawn/BF+BR)
(ai_place cspawn/Bf-BP)
(ai_place cspawn/g-pp)
(ai_place cspawn/GUND)
(ai_place cspawn/g-pp)
(ai_place cspawn/j-pp)
(ai_place cspawn/jSCB)
)
)

(if (= tempint 4)
(begin
(ai_place cspawn/e+CB)
(ai_place cspawn/e-pr)
(ai_place cspawn/g+pp)
(ai_place cspawn/g+pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/S-PP)
(ai_place cspawn/S+ND)
)
)


(if (= tempint 5)
(begin
(ai_place cspawn/BL+BS)
(ai_place cspawn/BF+BR)
(ai_place cspawn/GUND)
(ai_place cspawn/GUND)
(ai_place cspawn/g-pp)
(ai_place cspawn/s+nd)
(ai_place cspawn/s-pp)
)
)

(if (= tempint 6)
(begin
(ai_place cspawn/BL-CB)
(ai_place cspawn/BF-BP)
(ai_place cspawn/BF-BP)
(ai_place cspawn/s+nd)
(ai_place cspawn/g-pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/j-pp)

)
)

(if (= tempint 7)
(begin
(ai_place cspawn/e+CB)
(ai_place cspawn/e+pr)
(ai_place cspawn/g-pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/j+pp)
(ai_place cspawn/j+sh)
)
)

(if (= tempint 8)
(begin
(ai_place cspawn/e+pr)
(ai_place cspawn/e-pr)
(ai_place cspawn/g+pp)
(ai_place cspawn/g+pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/jSCB)
(ai_place cspawn/jSCB)
)
)

(if (= tempint 9)
(begin
(ai_place cspawn/e+CB)
(ai_place cspawn/e-pr)
(ai_place cspawn/e-pr)
(ai_place cspawn/g+pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/j+pp)
)
)

(if (= tempint 10)
(begin
(ai_place cspawn/EUES)
(ai_place cspawn/e+CB)
(ai_place cspawn/g+pp)
(ai_place cspawn/g+pp)
(ai_place cspawn/g-pp)
(ai_place cspawn/j+sh)
(ai_place cspawn/j+sh)
)
)


)



(script startup Preheat
(sleep -1 hspawner) ;; immediately put the hspawner to sleep, so that it starts in the OFF position.
(objects_detach dropship gl)
(objects_detach dropship td_l)
(objects_detach dropship td_r)
(objects_detach dropship gd_l)
(objects_detach dropship gd_r)

(object_destroy dropship)
(object_destroy gl)
(object_destroy gd_r)
(object_destroy gd_l)
(object_destroy td_r)
(object_destroy td_l)
)





(script continuous turf
(sleep_until (and (= 0 (structure_bsp_index)) (< (ai_living_count 0_turf) 7) (or (volume_test_objects 0turf (players))(volume_test_objects 0alley (players))(volume_test_objects 0base (players))(volume_test_objects 0town (players))) ) 5)


(if (= 0 spawning)
(begin
(set spawning 1)
(cspawner)
(sleep 55)
(spawn_dropship)
(sleep 5)
(vehicle_load_magic gl "" (ai_actors cspawn))
(ai_migrate cspawn 0_turf)
(set tempint (random_range 1 3))

(if (= 1 tempint)
(begin
(object_teleport dropship turf_a)
(recording_play dropship turf_a)
(sleep_until (> 525 (recording_time dropship)) 5)
(unit_open gl)
(sleep 30)
(vehicle_unload gl "")
(sleep_until (= 0 (recording_time dropship)) 5)
(destroy_dropship)
(sleep 15)
)
)

(if (= 2 tempint)
(begin
(object_teleport dropship turf_b)
(recording_play dropship turf_b)
(sleep_until (> 865 (recording_time dropship)) 5)
(unit_open gl)
(sleep 10)
(vehicle_unload gl "")
(sleep_until (= 0 (recording_time dropship)) 5)
(destroy_dropship)
(sleep 15)
)
)


(set spawning 0)


)
)

)

(script continuous courtyard
(sleep_until (and (= 0 (structure_bsp_index)) (< (ai_living_count 0_courtyard) 7) (or (volume_test_objects 0court (players))(volume_test_objects 0alley (players))(volume_test_objects 0base (players))(volume_test_objects 0exit (players))) ) 5)



(if (= 0 spawning)
(begin
(set spawning 1)
(cspawner)
(sleep 55)
(spawn_dropship)
(sleep 5)
(vehicle_load_magic gl "" (ai_actors cspawn))
(ai_migrate cspawn 0_courtyard)
(set tempint (random_range 1 3))

(if (= 1 tempint)
(begin
(object_teleport dropship courtyard_a)
(recording_play dropship courtyard_a)
(sleep_until (> 370 (recording_time dropship)) 5)
(unit_open gl)
(sleep 10)
(vehicle_unload gl "")
(sleep_until (= 0 (recording_time dropship)) 5)
(destroy_dropship)
(sleep 15)
)
)

(if (= 2 tempint)
(begin
(object_teleport dropship courtyard_b)
(recording_play dropship courtyard_b)
(sleep_until (> 760 (recording_time dropship)) 5)
(unit_open gl)
(sleep 10)
(vehicle_unload gl "")
(sleep_until (= 0 (recording_time dropship)) 5)
(destroy_dropship)
(sleep 15)
)
)


(set spawning 0)


)
)

)


(script continuous jalley
(sleep_until (and (= 0 (structure_bsp_index)) (< (ai_living_count 0_jalley) 7) (or (volume_test_objects 0court (players))(volume_test_objects 0alley (players))(volume_test_objects 0base (players))(volume_test_objects 0town (players))) ) 5)

(if (= 0 spawning)
(begin
(set spawning 1)
(cspawner)
(sleep 55)
(spawn_dropship)
(sleep 5)
(vehicle_load_magic gl "" (ai_actors cspawn))
(ai_migrate cspawn 0_jalley)
(set tempint (random_range 1 3))

(if (= 1 tempint)
(begin
(object_teleport dropship jalley_a)
(recording_play dropship jalley_a)
(sleep_until (> 685 (recording_time dropship)) 5)
(unit_open gl)
(sleep 10)
(vehicle_unload gl "")
(sleep_until (= 0 (recording_time dropship)) 5)
(destroy_dropship)
(sleep 15)
)
)

(if (= 2 tempint)
(begin
(object_teleport dropship jalley_b)
(recording_play dropship jalley_b)
(sleep_until (> 765 (recording_time dropship)) 5)
(unit_open gl)
(sleep 10)
(vehicle_unload gl "")
(sleep_until (= 0 (recording_time dropship)) 5)
(destroy_dropship)
(sleep 15)
)
)


(set spawning 0)


)
)

)




;; These next scripts monitor the living count of the AI marines. One important part is the >10 living count check of all AI marines
;; Because the marines migrate, they will all end up in one encounter. If we don't cap the global AI marine count, they'll constantly spawn in the encounters
;; that the player isn't located next to until the game crashes. Also, we only spawn if the player is NOT in that zone, so that they won't see AI spawns.

(script continuous 0_cybase

(sleep_until (and (= 0 hspawning) (= 0 (structure_bsp_index)) (< (ai_living_count 0_cybase) 5) (not (volume_test_objects 0court (players))) (> 10 (+ (ai_living_count 0_cybase) (ai_living_count 0_underpass) (ai_living_count 0_oldtown)) ) ) 5)

(set hspawning 1)
(wake hspawner)
(sleep_until (= 6 (ai_living_count hspawn)) 5)
(ai_migrate hspawn 0_cybase)
(ai_teleport_to_starting_location 0_cybase)
(set hspawning 0)


)

(script continuous 0_underpass

(sleep_until (and (= 0 hspawning) (= 0 (structure_bsp_index)) (< (ai_living_count 0_underpass) 5) (not (volume_test_objects 0base (players))) (> 10 (+ (ai_living_count 0_cybase) (ai_living_count 0_underpass) (ai_living_count 0_oldtown)) ) ) 5)

(set hspawning 1)
(wake hspawner)
(sleep_until (= 6 (ai_living_count hspawn)) 5)
(ai_migrate hspawn 0_underpass)
(ai_teleport_to_starting_location 0_underpass)
(set hspawning 0)

)




;; The following script allows for the marines to "follow" the player around the map. Based on the location that the player is in, the marines will migrate to that encounter and use those firing points.

(script continuous 0_migration

(cond
((volume_test_objects 0base (players))
(begin
(ai_migrate 0_cybase 0_underpass)
(ai_migrate 0_oldtown 0_underpass)
))
((volume_test_objects 0court (players))
(begin
(ai_migrate 0_underpass 0_cybase)
(ai_migrate 0_oldtown 0_cybase)
))
((volume_test_objects 0alley (players))
(begin
(ai_migrate 0_cybase 0_oldtown)
(ai_migrate 0_cybase 0_oldtown)
))
((volume_test_objects 0town (players))
(begin
(ai_migrate 0_cybase 0_underpass)
(ai_migrate 0_oldtown 0_underpass)
))
((volume_test_objects 0turf (players))
(begin
(ai_migrate 0_cybase 0_underpass)
(ai_migrate 0_oldtown 0_underpass)
))
((volume_test_objects 0exit (players))
(begin
(ai_migrate 0_underpass 0_cybase)
(ai_migrate 0_oldtown 0_cybase)
))
)
)





Hm, that's an interesting bit of blamscript. Based on what I'm reading there, it almost looks like the Outskirts BSP is fully playable, and uses recorded animations on dropships for placing the AI.

I don't see anything in there about the jackal snipers yet, but I'm sure that's coming soon. I'd imagine the rest of the BSPs wouldn't take much more than some copy/pasting and Sapien work.





Edit: As always, please say "wow interesting" so I can later update the thread.
Edited by DeadHamster on Apr 21, 2018 at 12:58 PM


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Apr 21, 2018 09:52 PM    Msg. 178 of 235       
wow interesting


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 22, 2018 05:05 AM    Msg. 179 of 235       
Quote: --- Original message by: EmmanuelCD
wow interesting


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 24, 2018 01:34 AM    Msg. 180 of 235       


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 24, 2018 03:33 AM    Msg. 181 of 235       
Yesss bring back the AI
Also... automatic pistols?


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Apr 24, 2018 05:28 AM    Msg. 182 of 235       
Nice, I like how the phantoms actually fly in now and the city looks more alive with civilians trying to defend it


zihup425
Joined: Apr 24, 2018


Posted: Apr 24, 2018 10:51 AM    Msg. 183 of 235       
Honest thoughts on the Halo 2 campaign?



DeadHamster
Joined: Jun 8, 2014


Posted: Apr 30, 2018 05:23 AM    Msg. 184 of 235       
Link

Link

Those are just two quick dev videos showcasing some of the scenario and tag work needed. One link leads to a video of setting up a BSPs trigger volumes. The other is recording a dropship animation by using the Recorded Animation Editor, and piloting the dropship's course.

Lots of media updates upcoming. If any of you frequent youtube, consider subscribing to me for over the next week or so. I get no advertising benefits from subscribers, but it'll keep you updated for when I post a new video.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 30, 2018 06:17 AM    Msg. 185 of 235       
Subbed
I really enjoy the BTS aspect of this.
You don't see too much of it from projects on this scale.


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 30, 2018 06:55 AM    Msg. 186 of 235       
Quote: --- Original message by: Spartan314
Subbed
I really enjoy the BTS aspect of this.
You don't see too much of it from projects on this scale.


BTS? The Korean boy band?



If you meant RTS, then yeah a lot of it was inspired by the work TheCerealKiller was doing with his Red Skulls mod years ago. He taught me quite a bit about scripting and how to utilize globals, which I had never even realized were a part of blamscript. He had a long-term, multi BSP RTS where you would acquire units and vehicles, decide how many to deploy on each mission alongside you and which missions to take, etc.

He never worked it to full fruition, but some of the beta missions I played were impressive and the concepts of a FPS with RTS elements intrigued me.


1bobsam1
Joined: Mar 18, 2010

I win. You lose.


Posted: Apr 30, 2018 09:35 AM    Msg. 187 of 235       
He means Behind The Scenes.


DeadHamster
Joined: Jun 8, 2014


Posted: Apr 30, 2018 07:23 PM    Msg. 188 of 235       
Well then good news, you can find over an hour's worth of Behind The Scenes videos located on my Youtube channel. They're in the process of uploading now and should be done very shortly. Features include a new derivative of the Universal UI.map, which is designed for use exclusively with Fall of Mombasa. Another short gameplay video is included as well. The rest all detail setups of Dropships, Scenery, AI and Scripts for the level's second BSP, the "Construction Zone" Headlong/Terminal/Ivory Tower hybrid.

Youtube Account


Edit:

Update #4- The Secret Update?


Updated the OP with a new download link, containing new BSP structures and A.I. placed for the first 2 BSPs. All A.I. drops are now handled by dropships, and there can be 2 dropships dropping off troops simultaneously. All of this is handled procedurally through scripts based on the position of the player and the number of A.I. remaining in the level, among some other minor timing restrictions placed to prevent bugs, crashes, glitches or overloading of the map.

Download and enjoy, and remember to bump my topics after I post.



Update: Known Bug with AI becoming braindead during next spawn cycle. Easy fix, poor choice of setup with scripting. Should only need to move 1 line about 3-4 commands up for the spawn scripts. No patch or fix.




Edited by DeadHamster on May 3, 2018 at 03:52 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 8, 2018 07:51 PM    Msg. 189 of 235       
Bump for quality project


Nertez
Joined: Dec 14, 2016

Zetren


Posted: Jul 14, 2018 07:12 AM    Msg. 190 of 235       
My AR crosshair won't show up, any idea why? Using the latest build in the OP.


DeadHamster
Joined: Jun 8, 2014


Posted: Jul 16, 2018 07:53 PM    Msg. 191 of 235       
Pretty sure it was still using a beta version of the SPV3 tagset, where he was looking into dynamic crosshair and pickup icons.


So I had been persuing a promotion at my job which is why I had to cease any updates. But I actually expect to spend all of tomorrow getting some more things updated.




Stay tuned?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 18, 2018 08:31 AM    Msg. 192 of 235       
Bu.ump


DeadHamster
Joined: Jun 8, 2014


Posted: Jul 29, 2018 09:48 PM    Msg. 193 of 235       



(script static void spawn_wraith




(begin
(cond (> 0 (unit_get_health wraitha))
(begin
(object_create wraitha)
(set wraithcount (+ 1 wraithcount))
(set WRAITH wraitha)
)
(> 0 (unit_get_health wraithb))
(begin
(object_create wraithb)
(set wraithcount (+ 1 wraithcount))
(set WRAITH wraithb)
)
)

)



)







(script static void spawn_ghost




(begin
(cond (> 0 (unit_get_health ghosta))
(begin
(object_create ghosta)
(set ghostcount (+ 1 ghostcount))
(set GHOST ghosta)
)
(> 0 (unit_get_health ghostb))
(begin
(object_create ghostb)
(set ghostcount (+ 1 ghostcount))
(set GHOST ghostb)
)
(> 0 (unit_get_health ghostc))
(begin
(object_create ghostc)
(set ghostcount (+ 1 ghostcount))
(set GHOST ghostc)
)
(> 0 (unit_get_health ghostd))
(begin
(object_create ghostd)
(set ghostcount (+ 1 ghostcount))
(set GHOST ghostd)
)


)

)



)





Third BSP has A.I. encounters and dropship animations, need to setup trigger volumes and update the spawn system to get them placed in game however. Minimal effort, copy/paste mostly. However, The third BSP (and the fourth as well) both feature vehicle combat. This means setting up encounters for enemy ghosts and wraiths, as well as creating a system for getting these placed in the map.




As always guys, I can't post updates without a reply.


Alex
Joined: Apr 22, 2016


Posted: Jul 30, 2018 08:28 AM    Msg. 194 of 235       
Bump.


Corvette19
Joined: Feb 27, 2007


Posted: Aug 1, 2018 12:31 PM    Msg. 195 of 235       
Amazing project!


DeadHamster
Joined: Jun 8, 2014


Posted: Aug 8, 2018 03:03 PM    Msg. 196 of 235       
Major changes to the script and dropship setup later tonight. The current setup is overly convoluted and is causing game-breaking crashes of the engine.

Here's what's happening;


My entire dropship setup is controlled by scripts. It is VERY complex. The scripts monitor the player's position in the map via trigger volumes, as well as the status of the A.I. It tracks the living count of individual encounters as well as the total A.I. placed across the current BSP. When a player moves across the map, A.I. from the old section are killed to make room for A.I. that are located closer to the player's position. When the scripts determine that an A.I. drop is needed, the spawn script references a stub script that spawns a dropship. Before starting the dropship spawning, a boolean was ticked that would prevent any other scripts from attempting to spawn a dropship simultaneously. There were 2 dropships that could be created at any time, the dropship script will check which is not in use and spawn it, attaching all of the dropship parts such as turrets or grav lifts, and then assigning it to a temporary Global Unit called D_SHIP. After that it would deactivate the boolean and wait until called again.

The original spawning script would sleep until the boolean was deactivated, and then set D_SHIP to ANOTHER Global Unit, called X_SHIP, Y_SHIP or Z_SHIP. This allows me to spawn a dropship using a stub script, and then "carry it over" to the original calling script where actions can then be played on it. By re-referencing to another Global, it was supposed to ensure that I would not accidentally delete or play a recording on a dropship mid-flight.


Except it didn't work. Sometimes, two scripts would reach the dropship spawn simultaneously, especially at the start of the game when all scripts ran at once. I had to insert random sleeping timers and modify the time-between-ticks of sleep_until to help offset the timing. Even then, I would hit sequences where the boolean would deactivate at improper times, and I'd end up teleporting and playing an animation on a dropship that didn't exist. Then, at what the script believed was the end of a cycle I would object_destroy the dropship. If units were still inside the gravlift it would cause a game crash. In some situations units were dropped outside of the map from the same dropship being acted upon by multiple scripts.



I've spent days attempting to debug the scripts. The above method is the best outcome I could achieve in modularly spawning and assigning dropships, and it would cause game crashes within 5 minutes of starting. I've gone through probably 20-25 different setups, all attempting to properly pass the variable from my dropship script to my A.I. spawn scripts without "crossing the streams" and ending the universe.




I had last night given up on being able to run two dropships. I've spent, again, days trying to find a solution. This morning I found one, and it's simplicity makes me wonder why I ever tried the original setup to start with.


I'm not going to get rid of a dropship, but rather add 4 more for a total of 6. I still will only allow 2 to run at a time, but each potential encounter in each BSP will have a dedicated dropship. Instead of modularly spawning and passing the dropship between scripts using global variables, I'll only have to reference the actual object name. This will cut out completely the need to have a dropship script; I can run everything within the A.I. spawn scripts themselves.


For me this extremely excited. You guys are excited too, right?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 9, 2018 08:31 AM    Msg. 197 of 235       
Love the AI in this map
Eager to play it!


DeadHamster
Joined: Jun 8, 2014


Posted: Aug 16, 2018 04:28 PM    Msg. 198 of 235       


Bad demo here. The AI in the warthog couldnt see or wouldn't engage enemies so far out. In the end you can see him driving around to fight against covenant nearby. Right now the spawn timers on the dropships are all using the same copy/pasted time from Turf's dropoffs, once those are properly set the AI will actually be placed where they're supposed to be.

The marines are a complete unit; they have 3 people occupying all seats of the warthog. The warthog is spawned and loaded up via scripts whenever they need to be created limited to one living warthog.

Sitting in the gunner seat and winning a scrap against two ghosts is exhilirating. But then you turn around to see a dropship coming with 2 more, and another one dropping off a wraith alongside it, and you know you're in for a fight. New Mombasa is a HUGE BSP section, and the long parallel streets are ideal for vehicle combat.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Aug 16, 2018 11:46 PM    Msg. 199 of 235       
love bump


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Aug 20, 2018 10:22 PM    Msg. 200 of 235       
Vehicle combat is looking sick man


DeadHamster
Joined: Jun 8, 2014


Posted: Aug 20, 2018 11:30 PM    Msg. 201 of 235       
Quote: --- Original message by: Spartan314
Vehicle combat is looking sick man






I got the AI driving much better, but miswrote a < instead of a > and spawned infinite marines.

After some daring excapades, I made one of the greatest rescues in UNSC history, bravely fighting back against impossible odds to bring an unarmed marine to safety.


What actually happened was I had spawned so many marines due to the miswritten script that the game had run out of objects and couldn't give my marine an assault rifle. Hilarity ensued, and I can almost guarantee that the concept will end up being worked into the game whenever I start getting the mini missions implemented.


After watching the video again, I can clearly hear an elite inside one of the wraiths laughing after sending my warthog flying with a wraith blast. Check 1:35 of the video to hear it.


overwatchpvt
Joined: Mar 21, 2015


Posted: Aug 26, 2018 05:52 PM    Msg. 202 of 235       
Super hyped for some good old vehicle combat!


DeadHamster
Joined: Jun 8, 2014


Posted: Dec 13, 2018 06:38 AM    Msg. 203 of 235       











Edited by DeadHamster on Dec 13, 2018 at 07:09 AM


lolslayer
Joined: Mar 21, 2015

https://www.youtube.com/watch?v=uMHbAKvPJkU


Posted: Dec 13, 2018 06:05 PM    Msg. 204 of 235       
I really like how alive the battle looks


Erutypus
Joined: Jan 1, 2018


Posted: Jan 8, 2019 05:17 AM    Msg. 205 of 235       
bump


DeadHamster
Joined: Jun 8, 2014


Posted: Jan 8, 2019 07:32 AM    Msg. 206 of 235       
Quote: --- Original message by: Erutypus
bump


If you haven't already, download the 2018 Christmas Spectacular

My PC's PSU blew out the other night. Might be a couple weeks before I get another.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jan 24, 2019 03:52 AM    Msg. 207 of 235       
Now THIS is a project I'd spend my nickels on, maybe even my dimes but don't get cocky.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 24, 2019 07:55 PM    Msg. 208 of 235       
Wow now this is a name I haven't seen in a long time


DeadHamster
Joined: Jun 8, 2014


Posted: Feb 19, 2019 05:00 PM    Msg. 209 of 235       





Also




Remember this guy? The BSP that was way too detailed and could never get ingame?


The raw BSP clocked in at 65k polys. Far too many. Serious optimizing and reconstruction got it to just under 41k, which is comparable to the Outskirts BSP. I had to rebuild half the level, which means re-doing the entire BSP's uvmaps. But doing so allowed (forced) me to replace all the materials, and get the thing ingame.


Also, teh_lag recently replied to a PM and gave some advice (as well as a huge boost to morale) regarding terrain portals. Turns out they suck as much as I thought they did, and there's no secret about them. Just trial, and error, and error, and error. The BSPs in the video didn't have any terrain portals, hence the huge amount of geometry flickering.



Edited by DeadHamster on Feb 19, 2019 at 05:02 PM


Halo CE Noob Modder117
Joined: Aug 9, 2018

Some tutorials would be nice...


Posted: Feb 19, 2019 07:18 PM    Msg. 210 of 235       
Is aroused.

 
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