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Viewing User Profile for: TJ Dawg101
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Joined: Sep 18, 2011 08:09 PM
Last Post: Sep 19, 2011 05:04 PM
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TJ Dawg101 has contributed to 2 posts out of 469153 total posts (0.00%) in 2,859 days (0.00 posts per day).

20 Most recent posts:
Halo CE General Discussion » Map request! Sep 19, 2011 05:04 PM (Total replies: 7)

Do you know what the map is called or where to get it?

Halo CE General Discussion » Map request! Sep 18, 2011 08:14 PM (Total replies: 7)

Would anyone mind making a Blood Gulch map with this script in it?

var lastHit;
var gotHitTimer=0;
var regentimer=0;
var hurtsound : AudioClip;
var waittime=5;
var walkSpeed = 6.0;
var respawnpoint : GameObject;
var runSpeed = 11.0;
var dietimes = 0;
// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster
var limitDiagonalSpeed = true;
var shadap : AudioClip;
// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise
// There must be a button set up in the Input Manager called "Run"
var toggleRun = false;
var health :float =100;
var jumpSpeed = 8.0;
var gravity = 20.0;

// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector
var fallingDamageThreshold = 10.0;

// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down
var slideWhenOverSlopeLimit = false;

// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit
var slideOnTaggedObjects = false;

var slideSpeed = 12.0;

// If checked, then the player can change direction while in the air
var airControl = false;

// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast
var antiBumpFactor = .75;

// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping
var antiBunnyHopFactor = 1;

private var moveDirection = Vector3.zero;
private var grounded = false;
private var controller : CharacterController;
private var myTransform : Transform;
private var speed : float;
private var hit : RaycastHit;
private var fallStartLevel : float;
private var falling = false;
private var slideLimit : float;
private var rayDistance : float;
private var contactPoint : Vector3;
private var playerControl = false;
private var jumpTimer : int;

function Start () {
controller = GetComponent(CharacterController);
myTransform = transform;
speed = walkSpeed;
rayDistance = controller.height * .5 + controller.radius;
slideLimit = controller.slopeLimit - .1;
jumpTimer = antiBunnyHopFactor;
oldPos = transform.position;
}

function FixedUpdate() {
var inputX = Input.GetAxis("Horizontal");
var inputY = Input.GetAxis("Vertical");
// If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed
var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;

if (grounded) {
var sliding = false;
// See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
// because that interferes with step climbing amongst other annoyances
if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}
// However, just raycasting straight down from the center can fail when on steep slopes
// So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
else {
Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit);
if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
sliding = true;
}

// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
if (falling) {
falling = false;
if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
FallingDamageAlert (fallStartLevel - myTransform.position.y);
}

// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
if (!toggleRun)
speed = Input.GetButton("Run")? runSpeed : walkSpeed;

// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) {
var hitNormal = hit.normal;
moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
Vector3.OrthoNormalize (hitNormal, moveDirection);
moveDirection *= slideSpeed;
playerControl = false;
}
// Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
else {
moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
moveDirection = myTransform.TransformDirection(moveDirection) * speed;
playerControl = true;
}

// Jump! But only if the jump button has been released and player has been grounded for a given number of frames
if (!Input.GetButton("Jump"))
jumpTimer++;
else if (jumpTimer >= antiBunnyHopFactor) {
moveDirection.y = jumpSpeed;
jumpTimer = 0;
}
}
else {
// If we stepped over a cliff or something, set the height at which we started falling
if (!falling) {
falling = true;
fallStartLevel = myTransform.position.y;
}

// If air control is allowed, check movement but don't touch the y component
if (airControl && playerControl) {
moveDirection.x = inputX * speed * inputModifyFactor;
moveDirection.z = inputY * speed * inputModifyFactor;
moveDirection = myTransform.TransformDirection(moveDirection);
}
}

// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;

// Move the controller, and set grounded true or false depending on whether we're standing on something
grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;
}

function Update () {
// If the run button is set to toggle, then switch between walk/run speed. (We use Update for this...
// FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event)
if (toggleRun && grounded && Input.GetButtonDown("Run")){
speed = (speed == walkSpeed? runSpeed : walkSpeed);
}

if(health>100){
health=100;
}
if(health<100)
Regen();
Camera.main.GetComponent("ColorCorrectionEffect").rampOffsetR = (100-health)/150;
}

// Store point that we're in contact with for use in FixedUpdate if needed
function OnControllerColliderHit (hit : ControllerColliderHit) {
contactPoint = hit.point;
}

// If falling damage occured, this is the place to do something about it. You can make the player
// have hitpoints and remove some of them based on the distance fallen, add sound effects, etc.
function FallingDamageAlert (fallDistance : float) {
Debug.Log ("Ouch! Fell " + fallDistance + " units!");
if(fallDistance>20)
ApplyDamage(health-fallDistance/1.5);

}
function OnGUI () {
GUI.Label (Rect (30, 80, 100, 30), health.ToString());

}
function Awake(){
transform.position = respawnpoint.transform.position;
}
function ApplyDamage(points : float){
playhurtsound();
AddBlur();
health-=points;
lastHit = Time.time;
health = Mathf.Clamp(health,0,100); // clamp health
if(health<=0){
audio.PlayOneShot(shadap);
transform.position = respawnpoint.transform.position;
health=100;
}
}

function Regen(){
// start 10 seconds after the last time you were hit
if(Time.time-lastHit>10){
// regain 3 hit points every second
health+=40*Time.deltaTime;
health = Mathf.Clamp(health,0,100); // clamp health
}
}




function AddBlur(){
camera.main.GetComponent("BlurEffect").enabled=true;
yield WaitForSeconds(1);
camera.main.GetComponent("BlurEffect").enabled=false;
}

function playhurtsound(){
if (Time.time > gotHitTimer) {
audio.PlayOneShot(hurtsound);
}
gotHitTimer = Time.time + hurtsound.length;

}


@script RequireComponent(CharacterController)

What the script does is it allows you to regenerate health completely! (Like Elites in Reach.) But I know barely anything in modding to do this. So, thank you to whoever will do this!
Edited by TJ Dawg101 on Sep 18, 2011 at 08:15 PM


Time: Tue July 16, 2019 1:19 AM 171 ms.
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