The Cereal Killer has contributed to 720 posts out of 438530 total posts
(.16%) in 793 days (.91 posts per day).
20 Most recent posts:
I laughed through this whole thread.
So hard.
6/10, licon. Wasn't the greatest or most creative but it was enough to make me laugh.
Mjolnir armor was a titanium alloy and it's been proven to survive reentry.
Quote: --- Original message by: Tiel ...looks like larger vehicles can scarcely leave the CE version's compartment without some trouble. Well with some scripts controlling its drop-off sequence, the one I'm using works well, and I'm sure that a larger version wouldn't change much. I understand how problems might arise in MP. It was ported with the sole intent of use in a campaign, though, so either way it won't cause issues.
My teammate ported it a long time ago and I'm just now putting it to use. We used the crashed one on Sandtrap in H3 as a reference - I think that size is about the same.
Quote: --- Original message by: Tiel Seems much more feasible to just use Frigates, which have all of the aforementioned features plus some. On one hand I might agree, especially seeing as in Halo 3 it is shown that the frigates have hangars with floors that can be lowered to deploy many infantry and vehicles; however, right before it lands at that part in H3, you hear one marine yell something like, "what? Can those land in-atmosphere!?" and another, "I guess we're gonna find out!"
But you have to ask yourself, if they weren't intended to land, why does the hangar do what it does for the vehicles and infantry? Very confusing indeed.
I had about a dozen active at the time, but I'm guessing you mean the one that shows their health/shield. That would be this:
ai_render_vitality
You have to select an encounter to get any of those "render" commands to show up. Most only show up for the encounter you've selected.
Encounters can be selected with the 'ai_select <encounter>' command in the console, but more commonly using F2 and F3 to cycle forward and backward in the list of encounters. F4 will select individual actors once you have an encounter selected. Edited by The Cereal Killer on Oct 27, 2012 at 12:35 AM
Quote: --- Original message by: Masters1337 I got what you mean, I just never used console to do anything to activate it. My console is partially broken due to a new OS feature korn is currently fixing. :|
What I'm saying is that, I understand you didn't use the console to activate it and that it was probably a hotkey, but for every hotkey there is usually a regular command.
I went through a little of the list myself. Didn't find the one that does what you showed, but I still managed to have some fun.
Mediafire reads text files like Pastebin. Just click the link and you'll see.
Quote: --- Original message by: Masters1337
I'm pretty sure it wasn't a command I used, nor that my kitten can script. Useful list though, I've been wanting something like that for a while., so major kudos to you! I'm leaning towards this being a hotkey, hopefully when Kornman returns he will be able to find it, as he has to do some OS upgrades to sapien anyway. Edited by Masters1337 on Oct 26, 2012 at 09:26 PM No, you misunderstand me; I don't mean an ai command list. I'm saying I have a list of all the console commands that Sapien will accept, and there is probably a command to activate what you saw.
There's probably a console command to activate it. I doubt that a hotkey exists without a concrete command. I've got the full list of commands that sapien will accept, but I haven't had the patience to test every single one. Here it is if you want to take a look for yourself: http://www.mediafire.com/view/?9bf1zc41u6uylw2
Also I'm the one who alphabetized it and cut out all of the garbage phrases that were put in there. Took a good hour and a half, but that was months ago... you're welcome.
Higuy/Lode give him a break. I've had the identical problem that he's describing - all firing positions turn black in game view. Edited by The Cereal Killer on Oct 26, 2012 at 08:40 PM
Pelicans aren't the only UNSC dropships, you know. They could have used Albatrosses to bring vehicles down from space, which completely encase the vehicles in their cargo bays.
I've placed one in the hangar to demonstrate, and I put first a warthog and then a scorpion in it so you can see that it can carry either:




Looks like Vampgirl and I had the exact same thought simultaneously. Edited by The Cereal Killer on Oct 23, 2012 at 09:11 PM
I think I mentioned this in my narrated vid, but I'll say it here too: the creep is called the shadow in Halo 2. The man who imported it into CE named it 'creep' to be slightly different with still some of the same implications.
Quote: --- Original message by: teh lagQuote: --- Original message by: The Cereal Killer Do you need two shaders? I'm not a visuals guy, but I was under the impression that you would make a multipurpose bitmap for the same shader, and then set the color change to scale by damage. Multipurpose maps have nothing to do with this as they are only used for the shader_model type. What we're talking about is done with shader_transparent_chicagos. If you wanted to apply such an effect to a shader_model than that is probably how you would do it though. Right train, wrong tracks, gotcha.
Do you need two shaders? I'm not a visuals guy, but I was under the impression that you would make a multipurpose bitmap for the same shader, and then set the color change to scale by damage.
I already said the map overall reflects the fact that a lot of work went into it.
Also you might like the narrated playthrough series I started: http://www.youtube.com/watch?v=je6aLsWR6w4
All snide remarks about the map are in jest.
I just recently was told that Lum2 was done, I probably should have checked now and then. Anyway, I've only had time to play the first little bit, but so far I really only have one complaint: why do things take so long to happen? I ended up setting game_speed to 2 during the beginning cutscene because the pelicans and stuff moving around were taking forever (or so it felt) to do very little. Another example: the marine talking about air support takes way too long to explain what's happening, in my opinion.
I don't mean to be rude, only honest. I may simply be impatient.
Still it's mainly a preference, and doesn't change the fact that the map really does reflect the amount of effort that went into it. Edited by The Cereal Killer on Oct 11, 2012 at 08:52 PM
Quote: --- Original message by: CheddarsHey. I made a multipurpose map tutorial a while ago before I stopped porting and you might want to look at that. It was for my reach Spartans I released in some thread :p. 6. http://hce.halomaps.org/index.cfm?fid=6222 I didn't make the multipurpose map myself (I don't do any sort of texturing), I just know that it's caused by that. Thank you though.
Quote: --- Original message by: Tiel Would creating new squads and such just be copypasta script-wise with a few modifications here and there? I mean, I know how to do that in Sapien, commandlists etc, but I have next to no knowledge of scripting. Squads can exist without any script. You can even have a decent fight with enemies without any scripting. Script is just needed to control the squad. At least, that's how squad_blocks in Sapien work; the squads in RSC&C are controlled by a set of static scripts that are activated by a mother script. The mother script retrieves the location of the player (which is a variable that is maintained by a continuous script checking the volumes on the map) and activates the appropriate commands based on the location. The selected squad, to which the set of static scripts issue command lists, is determined by a separate script for each squad. The appropriate set of static scripts is called by the mother script, and the selected squad is commanded by substituting the variable of the current squad. I'll post it and explain it in detail later on, for anyone who might be interested in making their own RTS.
So to answer your question: in Sapien terms, no; in RSC&C terms, yes.
Quote: I'll look into 3rd person animation. Not something I've done before to any great degree of effectiveness, but I can learn. Probably for the best as you don't necessarily need it. Sounds good! Edited by The Cereal Killer on Oct 11, 2012 at 07:19 PM
Quote: --- Original message by: Tiel In any capacity necessary, really. Except scripting. I suck at scripting. Well thank you for offering. Unfortunately, the only thing being done right now is the writing of, and coordinating of, hundreds upon hundreds of lines of script :P
Beyond that, the only thing to do is organize firing positions and command lists for the ~30 possible RS infantry squads, ~15 RS ground vehicles, and ~5 RS air vehicles (don't forget the crap needed by the other three teams). I doubt that's the sort of thing you're into, since you aren't into scripting; even so, the script and AI have such an intimate relationship that they must be done by the same person :L
The only thing I can think of is if you can do third-person animations. I wasn't planning to have cutscenes that were too in-depth here, to cut down on time, but animation is the biggest time-consumer in the cinematic process. It's feasible if I'm not the one doing the animation.
Episode 3: Spreading out is up. Video compression makes the reds look a bit more purple than they are, but here's a pic so you know for sure.
Previous reflection:

New reflection:

Quote: --- Original message by: bourrin33 My shaders should look pretty good on a MK VI (even better on the helmet), but I'm re doing the main piece because it had very bad smoothing groups, the one I'm doing right now will look better. I'll give it to everyone as soon as it's finished Yes they do look good on the Mark 6.
Quote: --- Original message by: Bobblehob TCK! glad to see you back at work on this man :D Im excited to see it. Hop of xfire if you want some help, and generally so I can talk to you :P Yeah :) I'm on Xfire now, I'll stay logged in until about 7 EST.
Yeah I had suspected the contrast.
Thanks guys for the suggestion of Bourrin's MkV, I'm not replacing the MkVI with it but I'm adding it in as well for more variety. You might get a Spartan 2 wearing Mk V or Mk VI.
I'm also going to copy the reflection settings that Bourrin used and see if that looks good.
Alright, I think I'm finally offline for tonight. I'll fiddle with it a bit more, and I'll snag some clips of it and tag it to the end of the latest documentary episode so you can critique it tomorrow. Edited by The Cereal Killer on Oct 10, 2012 at 10:18 PM

There he is with the brighter visor.
I may tamper with the reflection settings a bit more. You might like him if he's not so contrastingly shiny.
Look at you guys, getting me to mess with visuals instead of script.
You should be ashamed of yourselves. Edited by The Cereal Killer on Oct 10, 2012 at 09:54 PM
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