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Viewing User Profile for: JadeMcLain
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Joined: Nov 13, 2018 08:31 PM
Last Post: Mar 21, 2019 11:16 PM
Last Visit: Mar 22, 2019 12:45 AM
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What Games do you play: Halo, Ratchet and Clank, Jak and Daxter, Sly Cooper, Spyro, Crash, Final Fantasy
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JadeMcLain has contributed to 48 posts out of 468434 total posts (.01%) in 132 days (.36 posts per day).

20 Most recent posts:
Halo CE General Discussion » Dynamic Music Variation Mar 21, 2019 11:16 PM (Total replies: 0)

We can render the song with and without the instruments/perc, have all the variations play side by side as sound loopings, mute and unmute them depending on what the player is doing, like if they are in a vehicle or holding a certain weapon.


(script static unit hog1_driver (vehicle_driver hog1))

(script continuous hogmusic
(if (!= (unit_get_health (hog1_driver )) -1)
(sound_looping_set_scale "sound\loop2" 1)
)
(if (= (unit_get_health (hog1_driver )) -1)
(sound_looping_set_scale "sound\loop2" 0)
)
)


https://www.youtube.com/watch?v=V69G3wJ7e10
Edited by JadeMcLain on Mar 21, 2019 at 11:17 PM

Halo CE General Discussion » Can't add tags to tag list. Sapian. [no logs] Mar 17, 2019 02:32 PM (Total replies: 18)

Quote: --- Original message by: Silver
Correct. I have a clean tags folder in the same directory as sapian.

I've used refinery to re-extract the tags.

I was just able to add tags through gorilla. But not sapian. just to test.


Are you using shortcuts to sapien, and are you changing Halo's save path?

Halo CE General Discussion » Can't add tags to tag list. Sapian. [no logs] Mar 17, 2019 09:48 AM (Total replies: 18)

Quote: --- Original message by: Silver

Heyo. Made an account so I could post about this incredibly frustrating little bug I'm stuck with.

Sapian refuses to allow me to add any sort of tag to a tag type list. Clicking add causes nothing to happen. There are no logs in debug and there are no tag errors.

The debug doesn't report any errors with sapian. Everything is running fine according to it.

03.16.19 16:34:21  a hobo pc 01.01.00.0609 ----------------------------------------------
03.16.19 16:34:21 reference function: _write_to_error_file
03.16.19 16:34:21 reference address: 401b13
03.16.19 16:34:21 Couldn't read map file './a_hobobeta.map'
03.16.19 16:34:21 CreateDevice succeeded with refresh rate = 0
03.16.19 16:34:21 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
03.16.19 16:34:22 Increasing sound decompression buffer size to 1048576 bytes
03.16.19 16:34:45 the meter definition ui\hud\cyborg shield does not specify a stencil bitmap group.
03.16.19 16:34:45 the meter definition ui\hud\cyborg body does not specify a stencil bitmap group.
03.16.19 16:34:49 local player 0, weapon (0x0), deleted unexpectedly

Just in case you ask. This is what the logs look like from start.
None of these errors are out of the ordinary from my eyes.

A quick test told me as much. Deleted a tag in a list that was already in the map. And tried to add it back. No dice. No feed back. No error. No log entry.

I'm pulling my hair out trying to fix the issue. I've done everything from compatibility settings on and off, reinstalling everything. Re extracting tags using refinery.
running admin. Using kornmans version, using base version.

One thing I can do is add tags via gorilla to a list. But that is the most pain the the butt way possible.

So I'm wondering if any of you have run into this exact type of issue before and am hoping you could help me fix it.

OS:win10 64
Edited by Silver on Mar 16, 2019 at 04:59 PM


I had this exact problem when my tags where not in my tags directory. In sapien when you go to add tags, check the folder to see if its inside your Halo CE folder under tags. There may be a chance sapien is looking somewhere else you installed Halo before.

Halo CE Technical / Map Design » Differences between actor types? Mar 16, 2019 03:55 PM (Total replies: 0)

Is there any documentation on the actor type differences in the actor tag?

Halo CE General Discussion » Halo: The Master Chief Collection Coming to PC Mar 13, 2019 07:49 PM (Total replies: 51)

you know what, forget it. ignore this.
Edited by JadeMcLain on Mar 13, 2019 at 07:55 PM


Quote: --- Original message by: DeadHamster
player_add_equipment doesn't seem to impact AI units as far as I could tell, but I only tried it in Sapien and I wasn't able to use unit_kill either.

(unit (list_get (ai_actors test) 0))

Was how I got to the unit itself. Might not work for all functions, I was able to verify the health was 1 instead of -1, but again direct commands didn't seem to affect him. Might've been a Sapien thing, didn't care enough to keep looking.


Was thinking of having the actor spawn a biped from an effect, giving that biped an effect that damages, using recent_damage.unit from opensauce to detect when the actor is damaged, and then attaching AI to the detected biped.

So basically the encounters actors will spawn bipeds and attach AI to them, then delete themselves.

EDIT: It turns out spawned actors can have more than one wep. I will post more on this. It just seems to work. I took away the weapon in the actor tag so it uses the biped weapons. I think the marine major upgrade or something was screwing with me because it just works now.
Edited by JadeMcLain on Mar 12, 2019 at 09:22 AM


Quote: --- Original message by: DeadHamster
Quote: --- Original message by: JadeMcLain
Bipeds can be given two weapons, but spawned actors only have one. You would need to name bipeds and attach them with AI for this way to work.


Oh that's incredibly unfortunate.


Its unfortunate but doable for me. I'm still looking for a way to give actors more weapons.

Edited by JadeMcLain on Mar 11, 2019 at 02:54 AM


Quote: --- Original message by: DeadHamster

Quote: --- Original message by: JadeMcLain
We could also just migrate them to an encounter based on their weapon.
Edited by JadeMcLain on Mar 10, 2019 at 01:27 PM



That seems the best choice. At least for me, with the setup I'm currently running. Watching the AI just unload with the sniper in the beginning, while humorous, is not good for gameplay.

I already have a RA for switching weapons on the player in Mombasa, which is used for the Weapon Armory. So I'm highly interested in something like this, that could be implemented so seamlessly.

I'd be looking to have Elites and Brutes switch from Carbines to PRs or Energy Swords once their AI encounters got below a certain threshold. Basically they no longer have support to utilize range, and now need to switch to attacking directly.



BTW, how are you giving the AI a second weapon to start with?
Edited by DeadHamster on Mar 10, 2019 at 03:31 PM


Bipeds can be given two weapons, but spawned actors only have one. You would need to name bipeds and attach them with AI for this way to work.


Quote: --- Original message by: DeadHamster

Well that's pretty interesting.

Edit: Apparently, taking the firing values into consideration is pretty necessary. If it's setup to be an AR for example and switches to a shotgun, that's going to be wonky.
Edited by DeadHamster on Mar 10, 2019 at 10:37 AM


Thats true, I edited the main post. The sniper AI for example would still behave like a sniper, so it would be best to give him his own setup. They would switch only when necessary, and would switch back to their default weapons after. So if a flood or whatever came up close to bother the sniper, he would pull out his shotgun and blast it, then go back to using the sniper.

We could also just migrate them to an encounter based on their weapon.
Edited by JadeMcLain on Mar 10, 2019 at 01:27 PM


Not sure there are limits to how many actors you can transform, but using recorded anims can make named bipeds switch weapons.


(script continuous ai_switchwep
(if (<= (objects_distance_to_object m0 (unit (list_get (ai_actors floods) 0))) 5)
(begin
(recording_play m0 wepswitch)
(sleep -1)
)
)
)


https://www.youtube.com/watch?v=dgaOdMih4rk

you could have the marine use a sniper for distant enemies, the assault rifle for medium range, and the shotgun when it comes up close
Edited by JadeMcLain on Mar 10, 2019 at 01:21 PM

Halo CE General Discussion » flying type vehicles that can strafe Mar 7, 2019 02:56 AM (Total replies: 11)

I never had a problem with the animations. The align stuff can be cut out entirely if you use the model and coll of the vehicle for your biped, then make the model invisible.

Halo CE General Discussion » flying type vehicles that can strafe Mar 6, 2019 09:36 PM (Total replies: 11)

Quote: --- Original message by: savinpvtmike
do i set up a biped?


I forgot to mention that you need a flying biped like the sentinel, make a copy of its gbxmodel and have the shaders point to a blank glass shader (you can make a new glass shader in guerrilla and save it to the tags directory, name it null). This will make the flying biped invisible. Then you give it a seat, make the label "stand" or some other label from the vehicles animation tag, have it be the driver and gunner. The vehicle_load_magic command will now be able to load the vehicle into this flying biped.

You would also need to mess around with the movement settings for the biped to make it like the vehicles.

Then you would need to change the markers so the vehicle aligns correctly, the realtime editor will come in handy for this.

I can post my test map and script soon, it will be in this thread.

edit: the rider ejection part should not be left false, that was my bad
Edited by JadeMcLain on Mar 6, 2019 at 09:59 PM

Halo CE General Discussion » flying type vehicles that can strafe Mar 6, 2019 08:54 PM (Total replies: 11)

Quote: --- Original message by: DeadHamster
Do this but instead it makes marines drive warthogs better.

Like, without command lists. Just driving around using their A.I.

I got it working fairly good, but it's a hackjob.

You do weird things. Usually works really well. Do some weird things, let me know how it goes.


I was actually thinking about doing that, I'll post it here if I find anything out.

Quote: --- Original message by: savinpvtmike

i cant get this script to work properly
how would you set it up in sapien?
Edited by savinpvtmike on Mar 6, 2019 at 07:01 PM


First you need to name a vehicle b0, or you can change the name and replace that in the script.
Then you need to add this above everything in the script.
(script static unit b0_driver (vehicle_driver b0))
If you haven't already, you need a script folder in your data directory under levels\test\yourlevelname\scripts\script.hsc

If anything else comes up I'd be happy to help.
Edited by JadeMcLain on Mar 6, 2019 at 09:00 PM

Halo CE General Discussion » walk on moving stuff early idea Mar 6, 2019 05:27 AM (Total replies: 2)

Devices will stick the player to them as they move, like objects from the later Halo games. If we use opensauce scripting, we can make the device follow the vehicle position. The problems I have right now are collision issues with devices bumping the vehicles, and device physics will randomly stop working after I go out far enough. Any help would be appreciated.


https://youtu.be/31ISKYnVtDs

edit:
https://youtu.be/xTU6RGh5JBc

edit2:
https://youtu.be/XATNWx59HU8
Edited by JadeMcLain on Mar 8, 2019 at 06:43 AM

Halo CE General Discussion » flying type vehicles that can strafe Mar 6, 2019 12:14 AM (Total replies: 11)

https://www.youtube.com/watch?v=QhXJR54QwH8

We name the vehicle, detect when the vehicle driver exists.

(script static unit b0_driver (vehicle_driver b0))

Then we load the vehicle into a flying biped thats been tweaked to move like the vehicle, when the driver doesn't exist anymore we unload the vehicle from the invisible blank collision-less flying biped.


(script continuous b0_strafe
(if (!= (unit_get_health (b0_driver)) -1)
(begin
(set rider_ejection false)
(objects_attach b0 "" fly1 "")
(objects_detach b0 fly1)
(vehicle_load_magic fly1 "stand" b0)
(sleep_until (= (unit_get_health (b0_driver)) -1))
(vehicle_unload fly1 "")
(set rider_ejection true)
)
)
)

Edited by JadeMcLain on Mar 6, 2019 at 12:15 AM


try this
https://www.dropbox.com/s/j6fb3ox6z1xmzzq/fresh_mp_sp_custom_edition_tagset.7z?dl=1


Quote: --- Original message by: beast
I use "tool build-cache-file levels\test\mapname\mapname and it says it's successful however it doesn't show up when I go to create a LAN server in Halo CE.


Halo might be saving your work in another folder because the hek tools do not have write permission. If you installed Halo to your program files directory, I would try moving or reinstalling to a folder you have control over.


Quote: --- Original message by: DovahRS
Hello,
Might I first state: It's incredible how active this forum still is.

But I have an issue. I recently tried to reinstall Halo Custom Editon. Everything was going fine, got my key, installed the game, installed the latest patch. My problem surfaced when I tried to launch the game. It starts and gets stuck on the splash screen. Main menu music keeps playing, you can hear the noise that the game makes when you move around the menu, but the splash screen just stays up. I really want to play, can someone help me?

And now, When I try to get footage, I get:
https://cdn.discordapp.com/attachments/167735416563171328/549728517353504810/unknown.png

Please Help!


I had the same problem recently until I updated my graphics card driver. Would also check if that folder is set to read only just in case.

Also just in case you didn't download the latest update, Halo will only update to 1.09 unless you download the latest patch.

https://www.bungie.net/en-US/Forums/Post/64943622
Edited by JadeMcLain on Feb 25, 2019 at 09:27 PM

Halo CE General Discussion » AI Followers Feb 24, 2019 01:55 AM (Total replies: 5)

Quote: --- Original message by: DeadHamster
Oh man that's really really good.

what's the difference between look and lookint? That seems to be the difference between the two sections.


Thanks!

"lookint" is for when they are fighting, it makes them look at us but they can ignore the command if they want to because initiative is enabled. it overrides look which forces them to look at us when not in combat.

I have made updates to this. Flying units can now use ai_go_to_vehicle. Flying units do not use the move front, back, etc animations for moving, but they still need them in order to use this command.

We can also make them move to us based on our height by storing our and the ai's z value

(script static short DroneZ (object_data_get_real (unit (list_get (ai_actors red_elite_follow) DroneIndex)) position z))
(script static short PlayerZ (object_data_get_real (player0) position z))

https://youtu.be/NCMDXctjr3k
Drones have a longer follow threshold than the elites so they don't clutter eachother as they move.
Edited by JadeMcLain on Feb 24, 2019 at 01:57 AM

Halo CE General Discussion » AI Followers Feb 23, 2019 06:19 PM (Total replies: 5)

If we use ai_go_to_vehicle and give the player a seat they can enter, we can have followers. They don't need firing positions, though you can have them if you want, and we can use the opensauce distance feature to make them stop. This could also work in vanilla Halo without the distance part, using AI attached to the player and having him detect when others are near.

We can also use command lists to make them look at the player.

https://www.youtube.com/watch?v=ci3fE39H9bw


(script continuous ai_follow
(if (and (!= (ai_status red_elite_follow) 0)
(!= (ai_status red_elite_follow) 1)
(!= (ai_status red_elite_follow) 2)
(!= (ai_status red_elite_follow) 3)
)
(begin
(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine0) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine0 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine1) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine1 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine2) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine2 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine3) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine3 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine4) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine4 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine5) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine5 (player0) "")
)
)
(ai_command_list red_elite_follow lookint)
)
)

(if (and (!= (ai_status red_elite_follow) 4)
(!= (ai_status red_elite_follow) 5)
(!= (ai_status red_elite_follow) 6)
)
(begin
(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine0) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine0 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine1) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine1 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine2) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine2 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine3) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine3 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine4) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine4 (player0) "")
)
)

(if (>= (objects_distance_to_object (unit (list_get (ai_actors red_elite_follow/carbine5) 0)) (player0)) 5)
(begin
(ai_go_to_vehicle_override red_elite_follow/carbine5 (player0) "")
)
)
(ai_command_list red_elite_follow look)
)
)
)



Time: Sun March 24, 2019 6:27 PM 515 ms.
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