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Viewing User Profile for: kirby_422
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Joined: Jan 22, 2006 09:33 PM
Last Post: Jul 16, 2020 03:42 AM
Last Visit: Today @ 04:58 PM
Location: カナダ
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Your Age: 二十歳
What Games do you play: Hyperdimension Neptunia
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Apparently public enemy number 1?


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kirby_422 has contributed to 3121 posts out of 465006 total posts (.67%) in 5,317 days (.59 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » When extracting scripts from map... Jul 16, 2020 03:42 AM (Total replies: 7)

All scripts having types I assume is part of it directly parsing what it sees (since static and stubs can have types, it would store all of them with types) Not sure why the global variable changed; I'd definitely call that a bug. Other than that, the rest is equivilent. hsc can have strings with quotes or not, true and false are just 1 and 0. While I dislike the unneeded begin's where they aren't needed, I do assume its that the game natrually does actually add them for structures sake.

You keep saying formatting; do you mean indentation? of course it won't keep indentation, thats presentation, the compiled script wouldn't know a thing about that. There are indeed issues, that boolean became bool, and it forcing datatypes, but it does seem quite minor to fix.

Halo CE Technical / Map Design » When extracting scripts from map... Jul 15, 2020 12:52 PM (Total replies: 7)

Scripts are just text, using keywords that the system understands as commands. What issues are you having when you try to use one of the scripts? Remember to save the text file with the extension .hsc

Halo CE Technical / Map Design » How do I get my biped's head to turn? Jun 11, 2020 12:33 AM (Total replies: 3)

'stand look', it's a JMO (overlay).


set the script type to dormant, the UI widget has a slot for the script name, and there is a flag to run the script (I believe stock versions of guerilla wont properly show the flag, but I'm pretty sure anything else will)

Halo CE Technical / Map Design » Carry globals between missions Jan 15, 2019 10:42 PM (Total replies: 2)

http://haloce3.wikia.com/wiki/Passing_Script_Data_Between_Maps


(ai_actors area2) will treat the encounter as an object_list

(sleep_until (volume_test_objects pelican_enter (ai_actors area2)) 30)

I assume your dormant script, board, exists? Anyways, you could just put the contents directly in this startup script anyways, since your script at this time has no further branching or anything, gotopelly stops right after waking the other script.

Halo CE Technical / Map Design » Synced AI in multiplayer maps Jun 29, 2018 11:39 AM (Total replies: 3)

Lots of different ways to go about it; showing the clients where the AI is, is simple; just produce an object that does sync (vehicle, by objects_attach and detach. Projectiles, through effects. etc). This method has always been public since when I had first shown it.
You can always use this script command to force all clients to rely on the host for where projectiles are
(set allow_client_side_weapon_projectiles false)


Using LUA in the server (SAPP or Chimera), you can do similar to the above, and check stuff like animations to show. With LUA on both server and client (Chimera), you can make use of RCON messages to pass information directly. As Chimera is opensource, its possible that you can directly add it as a default feature rather than RCON, as there was progress to adding custom netcode (I don't believe its done, but if any of it is on the repository yet, or, at least when it is, you can re-purpose it for your own use)

Halo CE General Discussion » JMS exporters May 23, 2018 01:44 AM (Total replies: 7)

Quote: --- Original message by: Ki11erFTW
I had 3ds Max 8, while it does "function", the view ports leave artifacts on the screen and eventually stop working.

If you know a way around this I'd be happy to know, because I prefer Max 8 when it comes to Halo.

There are legends on the internet, that if you do something that totally shouldn't work, it will fix it. Apparently if you make a copy of the 3dsmax exe, and run the differently named exe instead, if somehow magically fixes it for no understandable reason. I haven't done full tests myself, but the one week I left 3dsmax 8 running in the background occasionally messing with it with the renamed exe, and it didn't break. witchcraft.


Quote: --- Original message by: SomeFan
so you say chimera's Lua scripting allows a map to open a program on your PC?! does this sound ripe for abuse to anyone else?

Yes, chimera has two different LUA modes, one where the LUA is per map, which is extremely limited (these can be put into the .map files, or in a folder with a lua per map), or global folder which is unlimited LUA (So, users are required to purposely put the LUA scripts they want in there since people are afraid of the maliciousness); while these aren't directly tied to a map, you can still make it tied to a map by checking the current loaded map name.

Anyways, the operating system LUA library, you can use any executables on the machine, or read/write/remove any files (ie, delete system32, add your keylogger to the startup files)


Quote: --- Original message by: Mootjuh
Quote: --- Original message by: MosesofEgypt
Yeah. Someone I know has more or less a full copy of the h2spp stuff, and is working on heavily cleaning it up. I wont name names since they are doing it on their own time and probably wont want the attention.


Just to be clear, I did NOT make this extractor. The credits can be found in the script. I merely made it work for newer versions of Max and made it able to extract animations without having a skeleton scene.


Does their name start with a k? There's only been 4 people, including me who've had access to the H2SPP folder.

I sadly don't have access anymore though.

Wasn't me, meaning its fairly outdated. I would naturally assume their name starts with m, since a certain person whose name starts with m does talk with moses.


Anyways, idk how different this one is from the version I've received (can't even directly check, since the one I was left with was an encrypted maxscript), but if its close too the one I have, you don't want it to automatically export the JMOs; it'll be missing the base keyframe. Also, where did kornman release this, and is there other things there?


Also, all those H2 marine jokes, you do realize I've released a map with those tags without mentioning it, just to continue the trolling, right? I'm sure that map is available on the HMU archives.

Halo CE Technical / Map Design » Are Pre-Rendered SFM cutscenes possible? Mar 25, 2018 11:29 PM (Total replies: 6)

Stock doesn't support playing external media. Add-ons can allow you to do more, such as opensauce allowing .BIK files to be played (As far as I know, OS is the only one to allow video playing ingame). Technically chimera supports it by using LUA to run commands directly on your computer; have it open up a regular media player on their PC.

Halo CE General Discussion » Halo 2 juggernaut actor/biped tags?? Feb 17, 2018 11:54 PM (Total replies: 2)

http://forum.halomaps.org/index.cfm?page=topic&topicID=46816


MP maps can be loaded using sv_map <mapname> <gametype>
But, with stock halo, you'd only be able to deal with stock gametypes in your scripts (since you wouldn't be able to get the names of custom ones); again, you'd need something like chimera.


Quote: --- Original message by: Halo Noob Modder117
I figured since we only have 1 UUI and you cannot update or personalise it

You can totally update and customize it; you could rip and modify it, but im pretty sure moose even released the source files *shrug*

Quote: --- Original message by: Halo Noob Modder117
Obviously its possible since the UUI exists, sadly no tutorials nor info regarding linking maps to it exist. Some say scripts might do the trick though what kind of script? I've examined the UUI script and tried to replicate it but that too results in errors.

UI widgets can execute dormant scripts (list the script name under event handlers, in the script textbox). What you want to load the map, is the 'map_name <STRING>' command to load your map.

Anyways, to make just a UI map, you make a UI widget for each map you want in the list, and have a script for each of them. You could go further, and use something like Chimera and its LUA system to make it get data from elsewhere (dynamically check map folder, read a map list, or whatever you want, etc)


https://www.youtube.com/watch?v=iwJkdsp6Vdo
https://www.youtube.com/watch?v=WL11fWaUipQ
K, I've done my update for the year. See you in 2019 for the next h2spp update /troll


and then I did something other than I said I was going to do.
https://www.youtube.com/watch?v=y_KCyRNK6sI nothing new, just done with newer technologies, and more multiplayer friendly (which doesn't effect H2SPP in the slightest)
And on the weekend, ill probably do a completely different thing than this, and than what I said I was going to do, because why not?


Quote: --- Original message by: lolslayer
Gib H2SPP news pls

No real news, other than all the BSPs for 06a are done (pretty sure I showed that during the final CE3), although I'd like to do touchups. Pretty sure I only had one more BSP for 06b to get ingame, although I believe all those BSPs (that werent shared with 06a) needed touchups. I did something related to instance geo, but I don't remember what. All the devices are setup and ingame for 06a (pistons and such).

For actual plans (which I havent touched in eternity), in 06a, during the transport between the two walls, there is going to be a flood juggernaut latched onto a sentinel enforcer; helping one won't exactly do well for you (trying to decide still whether they tie by themselves, or whether it'll be how juggernauts are included in the story, like a mini-boss after it finishes the enforcer)

Anyways, should be able to redo my duel wielding yet again (did I even show you guys the last version? probably not) using chimera's LUA stuff. I guess ill look into that today, see what kind of new dual POC I can get done.


Quote: --- Original message by: DeadHamster
The real reason this was never done was that AI don't pathfind on devices.

I have no idea what you're talking about; they do great. I later upgraded the elites to be jetpack elites so they could come back on if they accidentally dive or fall off (apparently never recorded that part).


Quote: --- Original message by: TheHaloKnight
Is it even possible to get those animations ?

The real joke, is I've actually released actual H2 marine animations last year for the sake of trolling; the real question you have to ask, is where I released them.


Quote: --- Original message by: DillPicklez903
cache file 45.20M too large (should be 128.00M but was 173.20M)

Map file too large; loose some tags, or compile as yelo
os_tool build-cache-file-ex "" 0 0 1 levels\test\gulch\floodnblood


Halo CE Technical / Map Design » I need help with compiling in OS Tool Oct 16, 2017 05:26 PM (Total replies: 1)

Quote: --- Original message by: DillPicklez903
MAXIMUM_SIMULTANEOUS_TAG_INSTANCES

Too many tags.


Time: Wed August 12, 2020 10:15 PM 250 ms.
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