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Halo305sparts has contributed to 76 posts out of 459627 total posts (.02%) in 1,175 days (.06 posts per day).

20 Most recent posts:
Halo CE General Discussion » My Release[s] Jan 12, 2017 12:54 AM (Total replies: 12)

Hey I love your AI! I'm also trying to smart my AI as well but so far I've only enabled them to hold down the trigger, unlimited ammo, and throw grenades. But your AI can melee and maybe jump? :O First things first! How do you do give spartan melee animation? what's your Cyborg AI melee stats in Guerrilla ?

Halo CE Technical / Map Design » How to complie yelo. maps? Jan 9, 2017 09:11 PM (Total replies: 5)

Quote: --- Original message by: Masters1337
the one in the OP will generate shared map files, which you should generally avoid. SPV3 is the only project out right now that uses them, it lets the part 1 release be about 2 GB rather than 6 or 7. But if you are doing a one off map, always do 0 0 1


Oh okay! cool

Halo CE Technical / Map Design » How to complie yelo. maps? Jan 9, 2017 01:18 AM (Total replies: 5)

Quote: --- Original message by: altis94
https://bitbucket.org/KornnerStudios/opensauce-release/wiki/Halo1/Doc_Halo1_ToolCommands
os_tool build-cache-file-ex "" 0 0 1 levels\...

Whats the difference between the one in the OP and yours? I'm trying to mess around with the AI Elites (no problems) and the Brutes (Causes the game to crash due to special tags being used i.e gravity grenades ect) perhaps the script on my OP is for a different type of yelo map and your reply is what allows scrip heavy os_tags to play?

Halo CE Technical / Map Design » How to complie yelo. maps? Jan 7, 2017 05:26 AM (Total replies: 5)

os_tool build-cache-file-ex yelo2 1 1 1 levels\test\beavercreek\warcreek

Am I doing it right?
Edited by Halo305sparts on Jan 7, 2017 at 05:28 AM

Halo CE Technical / Map Design » Waht tags am I missing? Dec 20, 2016 09:07 PM (Total replies: 6)

12.20.16 21:10:51 a hobo pc 01.01.00.0609 ----------------------------------------------
12.20.16 21:10:51 reference function: _write_to_error_file
12.20.16 21:10:51 reference address: 401b13
12.20.16 21:10:51 Couldn't read map file './a_hobobeta.map'
12.20.16 21:10:51 CreateDevice succeeded with refresh rate = 0
12.20.16 21:10:52 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
12.20.16 21:10:52 Increasing sound decompression buffer size to 1048576 bytes
12.20.16 21:10:59 grenades_block block has invalid element count: #4 not in [0,#2]
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 vehicles_block block has invalid element count: #1853119589 not in [0,#20]
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 sounds_block block has invalid element count: #1869509468 not in [0,#60]
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 breakable_surface_particle_effect_block block has invalid element count: #1551067237 not in [0,#8]
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 breakable_surface_particle_effect_block block has invalid element count: #1601072991 not in [0,#8]
12.20.16 21:10:59 tag reference name too large (this tag is corrupted).
12.20.16 21:10:59 failed to load globals tag 'globals\globals'
12.20.16 21:10:59 couldn't load game globals (get new tags)
12.20.16 21:10:59 need to get the following tags:
12.20.16 21:10:59
12.20.16 21:10:59 game_load() failed.


what went wrong here?


Do you have to use Open Sauce to use the AI and weapons?

Halo CE Technical / Map Design » elite energy sword error Nov 29, 2016 06:19 PM (Total replies: 11)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Halo305sparts
I need help on successfully assigning a custom weapon to an ODST actor variant from Soi's single player campaign. I can't seem to change the ODST biped's vanilla weapon which is the Soi's Campaign battle rifle or the SMG.


Literally open an actor variant tag and look for the "weapon" field under the "ranged combat" dialogue.

You don't even have to scroll.....


I do that all the time but no matter what weapon I choose besides the BR or SMG it will always spawn with their vanilla weapon the biped has been assigned with BR/SMG. Say for example I want the ODST to use the AR instead of the BR I open the actor variant and I change the weapon in the range combat option to AR I saved the actor variant file, I load up sapien and set spawn points for them and save, I go back into sapien to see if the AI spawns which they did but instead of using the AR I assigned them they still use the BR. What gives?

Halo CE Technical / Map Design » elite energy sword error Nov 29, 2016 02:32 AM (Total replies: 11)

Quote: --- Original message by: kirby_422
Quote: --- Original message by: Hickle Stine
ok so iv tried everything you said above. expect i dont know what the "weapon label" is.

and when i use a different energy sword tag (off this site) there is no error, but the elites just spawn with plasma rifles. (no swords...) however, i know the sword is working, because i made an actor_varient tag for the cyborg for it, which works. and is kool. :) but seriously. wtf is with this?

because if a biped spawns with a weapon that has a weapon label they cant hold, it makes them go to their default weapons listed in their biped, and last time I checked, a elite cant wield a flamethrower, and thats what the HCE energysword is held like.

open the elite animation file in guerilla.. then, select the seat label as stand (second thing in it..) move down untill you find something about weapon types, pick melee (im preaty sure thats how the elite is set up) and then go down.. it will have a letter.. now.. open the HCE energysword.. go down until you find the letters FT in a textbox area in the tag.. change it to what ever the elites letter was when you looked in his animations.



Hey kirby I need help on successfully assigning a custom weapon to an ODST actor variant from Soi's single player campaign. I can't seem to change the ODST biped's vanilla weapon which is the Soi's Campaign battle rifle or the SMG.

Halo CE Technical / Map Design » Waht tags am I missing? Nov 25, 2016 11:15 PM (Total replies: 6)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Halo305sparts
waht tags am I missing?



Quote: --- Original message by: a hobo pc
11.25.16 15:22:39 need to get the following tags:
11.25.16 15:22:39 shaders\default_bitmaps\bitmaps\default_detail.bitmap
11.25.16 15:22:39 h3\weapons\assault rifle\effects\fire.effect


I've been trying to get them but I dont know where to find them.
11.26.16 02:32:52 need to get the following tags:
11.26.16 02:32:52 shaders\default_bitmaps\bitmaps\default_detail.bitmap



Now I'm looking for this... I just loaded up the beavercreek scenario and it worked! but when I try to load the other scenarios they come up with the "shaders\default_bitmaps\bitmaps\default_detail.bitmap" when sapien fails to load.

How do I find shaders?
Edited by Halo305sparts on Nov 26, 2016 at 02:36 AM

Halo CE Technical / Map Design » Waht tags am I missing? Nov 25, 2016 03:21 PM (Total replies: 6)

11.25.16 15:22:38 a hobo pc 01.01.00.0609 ----------------------------------------------
11.25.16 15:22:38 reference function: _write_to_error_file
11.25.16 15:22:38 reference address: 401b13
11.25.16 15:22:38 Couldn't read map file './a_hobobeta.map'
11.25.16 15:22:38 CreateDevice succeeded with refresh rate = 0
11.25.16 15:22:39 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
11.25.16 15:22:39 Increasing sound decompression buffer size to 1048576 bytes
11.25.16 15:22:39 file_open('tags\shaders\default_bitmaps\bitmaps\default_detail.bitmap') error 0x00000003 'The system cannot find the path specified. '
11.25.16 15:22:39 couldn't open bitmap tag 'default_detail.bitmap'.
11.25.16 15:22:39 failed to load shader_model tag 'objects\characters\masterchief\shaders\masterchief_rubber'
11.25.16 15:22:39 tag reference name too large (this tag is corrupted).
11.25.16 15:22:39 failed to load shader_model tag 'objects\characters\masterchief\shaders\visor'
11.25.16 15:22:39 failed to load gbxmodel tag 'objects\characters\masterchief\masterchief'
11.25.16 15:22:39 animation_block block has invalid element count: #258 not in [0,#256]
11.25.16 15:22:39 failed to load model_animations tag 'zteam\objects\characters\spartan\h1\spartan'
11.25.16 15:22:39 failed to load biped tag 'objects\characters\masterchief\masterchief'
11.25.16 15:22:39 crosshair item 0 for halo3\hud\weapon interfaces\master\master rounds references an invalid sequence
11.25.16 15:22:39 file_open('tags\h3\weapons\assault rifle\effects\fire.effect') error 0x00000003 'The system cannot find the path specified. '
11.25.16 15:22:39 couldn't open effect tag 'fire.effect'.
11.25.16 15:22:39 failed to load weapon tag 'altheros\weapons\assaultrifle'
11.25.16 15:22:39 failed to load actor_variant tag 'characters\cyborg_ai\cyborg_major'
11.25.16 15:22:39 failed to load actor_variant tag 'vehicles\scorpion\scorpion pilot'
11.25.16 15:22:39 failed to load weapon tag 'vehicles\scorpion\scorpion cannon'
11.25.16 15:22:39 failed to load vehicle tag 'vehicles\scorpion\scorpion_mp'
11.25.16 15:22:39 failed to load scenario tag 'levels\test\sidewinder\sidewinder'
11.25.16 15:22:39 need to get the following tags:
11.25.16 15:22:39 shaders\default_bitmaps\bitmaps\default_detail.bitmap
11.25.16 15:22:39 h3\weapons\assault rifle\effects\fire.effect
11.25.16 15:22:39
11.25.16 15:22:39 game_load() failed.

Halo CE Technical / Map Design » How to get AI into Vehicles and Drive? Oct 17, 2016 10:59 PM (Total replies: 2)

What are the scripts and step by step procures on getting AI to get inside vehicles and operate them? I looked at ANCIENT videos from 2005 and they seem to be very outdated and confusing, is there a recent tutorial? and if not Can someone write down the step by step procedure and scripts in order to get the AI to do what I want them to.


How? Need help!

Halo CE Technical / Map Design » AI throwing Grenades. Jun 28, 2016 05:27 PM (Total replies: 3)

Does anyone know how to get the AI to throw grenades?

Halo CE General Discussion » [Release] SOI's SIngleplayer Adventure Jun 1, 2016 08:29 PM (Total replies: 230)

Love your campaign mod fam. I got a question regarding using your Marine actor variant tags and your Assault Rifle/nade launcher.weapon, Can AI Marines use the grenade launcher or no? If I remember correctly CMT made the Marine AI use br/nade launchers back in spv1/spv2 days, why was it scrapped?

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Apr 7, 2016 04:34 PM (Total replies: 11850)

Quote: --- Original message by: Masters1337
Likely doing another stream tonight at 8. But possibly earlier.



reeeeeeeeeeeeeeee

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Apr 6, 2016 07:54 PM (Total replies: 11850)

Ready like Freddy!


Quote: --- Original message by: EmmanuelCD
You can search them in youtube, but since im here for that i will try to teach you:

First you should set up you encounter to "ai automatic migration" a value in sapien you must check up. Use diferent encounters and make them empty.

If you know how to script use this script on your map. (if you dont know nothing of scripts search in this site)

(ai_migrate "your_first_encounter" "destination_encounter")

Im not really sure of you want or need, so tell us a little bit more.


Thanks for the reply, well I'm looking for someone to show me how I can get AI to walk from one place to another via scripting


Is there any tutorial videos showing how to get AI to go from one area to another?

Halo CE General Discussion » [Release] Halo CEA full sound tagset Mar 31, 2016 04:57 PM (Total replies: 8)

The page cannot be found


Quote: --- Original message by: Super Flanker
Quote: --- Original message by: Halo305sparts

no its the normal map :O https://onedrive.live.com/?id=41DF5C16DBA4CA20%21554&cid=41DF5C16DBA4CA20 i got the error free campaign from here
Edited by Halo305sparts on Mar 29, 2016 at 03:14 PM


So I am guessing you ripped the files or something?

If thats the case just because it plays well does not mean it will integrate well into your project whatever it is.

Regardless a quick google search turned up this: http://www.modhalo.net/index.php?/topic/28424-anyone-who-has-had-trouble-with-sp-maps-in-ce/

If you get a crash in sapien when loading campaign scenarios just remove any script instances inside the .scenario tag (guerilla) and the map should open fine.

Then just recompile the scripts.

Always backup before hand.


03.29.16 16:33:35 sapien pc 01.00.00.0609 ----------------------------------------------
03.29.16 16:33:35 reference function: _write_to_error_file
03.29.16 16:33:35 reference address: 401b13
03.29.16 16:33:35 Couldn't read map file './sapienbeta.map'
03.29.16 16:33:35 CreateDevice succeeded with refresh rate = 0
03.29.16 16:33:35 Sound card doesn't meet minimum hardware requirements. Disabling hardware option.
03.29.16 16:33:36 Increasing sound decompression buffer size to 1048576 bytes
03.29.16 16:33:36 the model 'characters\marine_armored\marine_armored' and the collision model 'characters\marine_armored\marine_armored' don't match (region counts don't match)
03.29.16 16:33:36 the object 'characters\marine_armored\marine_armored' will not be collidable
03.29.16 16:33:36 the model 'characters\marine_armored\marine_armored' and the collision model 'characters\marine_armored\marine_armored' don't match (region counts don't match)
03.29.16 16:33:36 the object 'characters\marine_wounded\prone_1\prone_1' will not be collidable
03.29.16 16:33:36 the model 'characters\marine_armored\marine_armored' and the collision model 'characters\marine_armored\marine_armored' don't match (region counts don't match)
03.29.16 16:33:36 the object 'characters\marine_wounded\sitting_1\sitting_1' will not be collidable
03.29.16 16:33:36 the model 'characters\marine_armored\marine_armored' and the collision model 'characters\marine_armored\marine_armored' don't match (region counts don't match)
03.29.16 16:33:36 the object 'characters\marine_wounded\sitting_2\sitting_2' will not be collidable
03.29.16 16:33:36 the model 'characters\marine_armored\marine_armored' and the collision model 'characters\marine_armored\marine_armored' don't match (region counts don't match)
03.29.16 16:33:36 the object 'characters\marine_armored\marine_armored_unarmed' will not be collidable
03.29.16 16:33:37 EAX: 0x00000000
03.29.16 16:33:37 EBX: 0xFFFFFF01
03.29.16 16:33:37 ECX: 0x00000000
03.29.16 16:33:37 EDX: 0x00000000
03.29.16 16:33:37 EDI: 0x0019EFB0
03.29.16 16:33:37 ESI: 0x00000000
03.29.16 16:33:37 EBP: 0x0019EE88
03.29.16 16:33:37 ESP: 0x0019EE7C
03.29.16 16:33:37 EIP: 0x770C7A1C, C2 08 00 90 ?????
03.29.16 16:33:37 EXCEPTION halt in \halopc\haloce\source\memory\data.c,#495: tag instance index #65535 (0xffffffff) is unused or changed

Edited by Halo305sparts on Mar 29, 2016 at 04:31 PM


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