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Viewing User Profile for: grunt_eater
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Joined: Jan 26, 2011 12:44 AM
Last Post: Today @ 12:12 PM
Last Visit: Today @ 12:45 PM
Website: www.www.com.com
Location: Your closet....
Occupation: .....
Interests: I wanna learn how to blow $7l_lf up with my mind
Your Age: Don't hate me 'cause i'm beautiful. Hate me 'cause i'm better looking then you
What Games do you play: mind games. mostly with people i speak with over the internet >:]
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Everything except biped rigging.
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grunt_eater has contributed to 1809 posts out of 439083 total posts (.41%) in 848 days (2.13 posts per day).

20 Most recent posts:
Halo CE General Discussion » Anyone down to make a gangster map? Today @ 12:12 PM (Total replies: 5)

Quote: --- Original message by: Jesse
I just noticed there's a hole in that hand...


It's because he uses it for something else :|...It's a really small hole...

Halo CE General Discussion » Scripting Thread Today @ 12:04 PM (Total replies: 195)

The (list_count (players)) command is what does that. But instead of saving it, checking it constantly, and comparing it to itself to detect a change. Wouldn't it just be easier to constantly check if it had increased by one? That's what i was trying to do. Telling the script to check if the player list had increased by one, and if so then executing the commands. The problem i'm having is i don't know the proper way to use that commandage and that script won't compile.

Halo CE General Discussion » Scripting Thread Today @ 11:04 AM (Total replies: 195)

So after some research i think I've found out that the way halo's player list works. When a player joins it bumps everyone up a number. So basically player 0 becomes player 1, player 1 becomes player 2 and so on, and the new player becomes player 0. This makes tracking players kind of difficult, but i had a thought on making it work. What if we assigned each player to a global, and then said when a new player joins it sets each global to the one behind it. So player 1 would be set to player 0, player 2 would be set to player 1, ect ect. The only problem i'm having with this is that i can't figure out how to detect if player list has increased by one. See?
(script continuous count-em-up
(if (list_count (players)) (+ 1)) ;;here's where i'm having trouble :/
(set "p0" "p1")
(set "p1" "p2")
(set "p2" "p3")
(set "p3" "p4")
(set "p4" "p5") ;;snip.
)


So i was hoping an experienced scripter could help me out.

Also, i had another question. If a server can only hold 16 player, then why do we script 0 through 16? i mean, technically that would be 17 players, because 1 to 16 is 16 players, but we're adding a 17th with player 0... Lol.


Okay. Basically, you'd need the equipment throw animation for each fp model animation. But I've talked to Kirby about this before and he says that the reason that animation was never used is because there are certain parts of the game that weren't finished. You can't script fp model animations, either. and i don't believe you can set it up in guerilla. Sorry, man. It's an OS only thing :/

Halo CE General Discussion » Vehicles - Works in Process thread [WIP] Yesterday @ 11:21 PM (Total replies: 4546)

Quote: --- Original message by: hobbet360

Quote: --- Original message by: grunt_eater
Quote: --- Original message by: grunt_eater
Quote: --- Original message by: hobbet360

-snip- (bad explaination.)

NO OPEN SAUCE NEEDED!


How did you work around enemies not being able to enter the same vehicle? Great work, by the way.


Quote: ----- Hobbet360

2 vehicles joined together. one with (theoretically) no geometry, the other being the ghosty. the ghost is modified to have 2 seats in the same spot (one being unsit-in-able), that unsit-in-able has no entry animation (practically). An invisible control pannel attaches and detaches constantly. when that control is triggered, the 2nd (invisible vehicle) detaches for 3 ticks, enough time for the player to be "loaded" into the vehicle (which has the boarding animations). the vehicle re-attaches. the driver exits, the vehicle detaches again for 6 ticks, the player exits, then gets "loaded" into the unsit-in-able seat. vehicle 2 attaches again. all good (unless I missed something, as this is off the top of meh krayniyum). when the player exits the unsit-in-able seat, he/she/it can re-enter via the normal way (with the normal animations).

Edited by hobbet360 on May 21, 2013 at 11:15 PM


Oh, well thank you :3

Halo CE General Discussion » Vehicle question Yesterday @ 09:08 PM (Total replies: 7)

Quote: --- Original message by: thehonorguard
So i have this vehicle and any ai that enters the vehicle just wont die. i dont want the vehicle to blow up i just want that darn ai to die. not by script i mean like as if i were to get in a warthog and someone shot at me with a rocket lawnchair.

and how do i make the actor for a warthog gunner shoot more consistently and even close to holding the trigg for a long time.


Check your vehicles collision tag, and make sure the boxes "passes damage to children" "passes area damage to children" "never takes damage for children" or whatever are checked.


That's the way most people do it with custom bipeds. Importing the cyborg bone set will make it so you can use the cyborg animations, collision, ect. Basically, import the cyborg.gbxmodel, line up the bones with your biped, then rig it to them. Export, compile, fix node list checksum. Bang, there you go.


Interesting o_o I like learning ^_^. Lol. Sounds like something i did recently. Placed a biped in a map with a vehicle with a damage effect when you boosted. When you boosted, it killed the biped, and a script activated the zoom blur screen effect when the biped died. Kinda like this

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 19, 2013 08:53 PM (Total replies: 5210)

Quote: --- Original message by: MatthewDratt
You could ways just re-animate the pelican to crash in a spot maybe down the path of the warthog run. You'd of course have to change up the spot where Echo419 appears, ect but still I think it'd actually be a kinda cool idea to at least react to Echo419's crash


I agree. And i always found it stupid that the autumn was sliced in half and connected by such a small bridge anyway :/


@kirby: Oh, yes, that's what i forgot. Teleporting the other biped. Anyway. How are you planning to detect distance from the ground? I's it an OS thing? I'm working on a map and would really like that info. Lol.


Okay, sorry. I guess i just completely missed it :/

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 19, 2013 02:00 AM (Total replies: 5210)

Quote: --- Original message by: kirby_422
And then kirby walks in.

Kirby Likes proving people wrong, Entry 3: Buggers (If these exact tags are used anywhere, it would be associated with H2SPP, but even then, idk)

Completely possible. Within reason? Sure, close enough. Should it be used?.. Well, with how well my bugger AI are doing so far, probably not.


Loading the walking biped into the flying biped or something different, kirbs?

If so
(script continuous bullcrap
(begin
(sleep_until (or (unit_get_health (unit (list_get (players) 0))) 0) (vehicle_test_seat banshee "driver" (unit (list_get (players) 0))))
(vehicle_load_magic air-bugger "driver" (unit (list_get (ai_actors "buggers") 0))))
(begin
(sleep_until (not (or (not (unit_get_health (unit (list_get (players) 0))) 0)) (vehicle_test_seat banshee "driver" (unit (list_get (players) 0)))))
(unit_enter_vehicle (unit (list_get (ai_actors "buggers") 0)) exit "driver")
)


If not
*curiosity*


Delicon20: sorry, misread selfless for selfish.

I Never saw it till now :( Sorry for making a big deal out of it. Never meant to cause any trouble.


I wasn't being selfish, i was simply stating fact. I asked if the soccer ball i gave them would be used and they said they didn't have room for it. I was okay with that, i understood. But they just replaced the model and didn't bother to credit. I mean i don't really care, it bobs up and down as it rolls anyway. But it still would've been nice. Lol.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 18, 2013 05:14 PM (Total replies: 5210)

Quote: --- Original message by: master noob
you missed the point

their flight patterns make them difficult, and landing is really the only opportunity to hit them on harder difficulties. making them faster and harder to hit makes them literally invincible, and giving them grenades and overcharge would make them OP. the landing is really the only thing preventing them from being harder sentinels.


But if you lowered the health so that it would take a full mag from a sniper rifle to kill one then they wouldn't be so hard to kill. I hate how everyone thinks that the way to upgrade enemies is to make them hella invincible and give them power weapons. Like i said
No invisible shields, lower health so that they can be killed by 6\7 shots of a pistol or 15\20 shots of an AR, make normal rat of fire less accurate, and make them use charged pp mode. But no grenades, i have nightmares about it raining plasma grenades from that one statement *shutters*.


http://www.youtube.com/watch?v=8qaKVc5J8ak&feature=youtu.be

You used my soccer ball physics and didn't credit me :( I know it's not my model, but still. lol.
Edited by grunt_eater on May 18, 2013 at 05:09 PM

Halo CE General Discussion » Halo Creepypastas May 18, 2013 03:23 PM (Total replies: 13)

Quote: --- Original message by: Banshee64
Best Photoshopping I've ever seen


I know. And the auto-tune, oooooh i's so good! XD.

But hey, i got some entertainment out of the story. Only comment i have is that you seemed to use same sentences a couple of times. But besides that, not hatin'
Edited by grunt_eater on May 18, 2013 at 03:24 PM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 18, 2013 12:38 PM (Total replies: 5210)

Okay, thank you. SO, the main problem is that they can't land. We know how to make bipeds that can fly(sentinels, monitor, buggers). And we know how to make bipeds that can walk on walls(flood). If you make a flying biped and simply check "can walk on walls" it won't work, because they don't walk. But what if we switched it around? What if we made a biped that can walk on walls, then loaded it into another biped that could fly? The only thing would be you'd need to be able to detect if a biped was touching a surface, so that when the flying biped touched a wall\ground\ceiling it would unload the walking biped so it would land.

This is, of course, without OS. I don't know anything about it, but maybe there's an easier way with that.

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 18, 2013 11:27 AM (Total replies: 5210)

So far the arguments I've heard are
They're too hard to shoot, because of their collision. ;;Fixable
They can't land. ;;unimportant
They take forever just to kill one. ;;Lower their health, no shielding, and to compensate make them use charged pp firing as well, but less accuracy when firing normal because there are so many of them
There's hardly anywhere to take cover where they can't find you, and they're so hard to kill that you can't take them out before the do you. ;;same fix as above. Sure, they'll still find you, but you'll be able to pick them off with a couple pistol shots or a burst from an AR

So, let's recap. Fix collision, landing doesn't matter, no invisible shields, lower health, less accurate aiming, none of the last three matte because they travel in packs, add a little overhead cover maybe, and there you go. They'll be weaker so their easier to kill for those who said it's too hard, they'll be less accurate, making it harder for them to spam you and kill you when you're hiding, all of this adding a new "lower-then grunt" class, with the advantage of flight making them a little different so the player has to adapt. It doesn't seem that impossible to me.

Oh, btw, who's the texture artist for CMT? Just curious.
Edited by grunt_eater on May 18, 2013 at 11:29 AM

Halo CE General Discussion » CMT RETURNS! New project and team details inside! May 18, 2013 10:52 AM (Total replies: 5210)

Care to elaborate?


Time: Wed May 22, 2013 4:14 PM 406 ms.
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