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Joined: Feb 4, 2015 07:25 PM
Last Post: Jul 30, 2020 07:35 PM
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Kal_El has contributed to 132 posts out of 464944 total posts (.03%) in 2,016 days (.07 posts per day).

20 Most recent posts:
Halo CE General Discussion » [Release] Takedown: Extermination Jul 30, 2020 07:35 PM (Total replies: 31)

Quote: --- Original message by: Slayer117
do what the map arial did for the grav lifts. That was the best I've ever seen.


good idea!




https://haloce3.com/downloads/multiplayer/original-multiplayer/dredwerkz_pb2/?_sft_category=original-multiplayer
Edited by Kal_El on Jul 30, 2020 at 07:36 PM
Edited by Kal_El on Jul 30, 2020 at 07:50 PM

Halo CE General Discussion » running lua scripts on dedicated server Jul 29, 2020 12:18 PM (Total replies: 0)

thanks...figured it out:

https://www.youtube.com/watch?v=eV-YkhlzkyY



Edited by Kal_El on Jul 29, 2020 at 05:16 PM

Halo CE General Discussion » [Release] Takedown: Extermination Jul 29, 2020 09:13 AM (Total replies: 31)

Quote: --- Original message by: MatthewDratt
So say one wanted to make a MAP version of such a map?

(1) What would be the best way to handle the choice widgets without OS? I could use text as previous RPG SP have, but I'd need up to five choices. I can check on Jump, Flashlight, Crouch, I assume shoot?

(2) Best way to do grav lifts??? Forced CS, Have it be a vehicle? Random damage is probably too unreliable since grav lifts are required to reach a certain spot to finish the level.


or can place "teleports" to bypass gravlifts?

Halo CE Technical / Map Design » When extracting scripts from map... Jul 17, 2020 11:45 PM (Total replies: 6)

Quote: --- Original message by: MosesofEgypt
Just use refinery for extracting scripts. It doesn't screw up anything. It's part of the MEK.


I do use refinery & MEK! So when I extract using refinery; it does extract everyting ok; it's when I try to "edit" the scripts I need a program that can pull the scripts w/o messing them up so that I can place them back into map.
Edited by Kal_El on Jul 17, 2020 at 11:48 PM

Halo CE Technical / Map Design » When extracting scripts from map... Jul 16, 2020 12:28 PM (Total replies: 6)

Quote: --- Original message by: kirby_422
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.


yes it was the "indentation" that I was questioning. I try to load script back in and it is not accepted by mapfile

Halo CE Technical / Map Design » When extracting scripts from map... Jul 15, 2020 03:21 PM (Total replies: 6)

here is an example of such a script: I do save both as .hsc file as normal but original script always has the proper formatting but when I go to extract script using any of those programs above it formats the script into one big mess?

https://www.dropbox.com/s/2gvkqwo9s5mzxa3/scripts.rar?dl=0

Edited by Kal_El on Jul 15, 2020 at 03:56 PM

also kinda what you see in this post as well:

also kinda what you see in this post as well:

https://opencarnage.net/index.php?/topic/5442-script-extractor/#comment-75385
Edited by Kal_El on Jul 15, 2020 at 04:01 PM

Halo CE Technical / Map Design » When extracting scripts from map... Jul 15, 2020 12:01 PM (Total replies: 6)

I extracted a script from map to make changes but need to place back into map; but when I use any of the script extractors on this site; it extracts the script in basic text format and not the usual format I am used to seeing. Is there a better program for doing this?

programs I used:

http://hce.halomaps.org/index.cfm?fid=5478

http://hce.halomaps.org/index.cfm?fid=6470

both above programs extract in the same format?
Edited by Kal_El on Jul 15, 2020 at 12:06 PM

also kinda what you see in this post as well:

https://opencarnage.net/index.php?/topic/5442-script-extractor/#comment-75385

Edited by Kal_El on Jul 15, 2020 at 04:00 PM


SAPP 10.2 has errors try using a diff version of SAPP: I will look for 10.2.1 and upload here
aslo...make sure you have your ports "allowed" in your router:

https://portforward.com/halo/


Edited by Kal_El on Jun 14, 2020 at 08:04 AM

sapp 10.2.1: https://www.dropbox.com/s/5qjbpgzirx8xbwc/sapp.10.2.1.zip?dl=0
Edited by Kal_El on Jun 14, 2020 at 08:09 AM

Halo CE Technical / Map Design » Paying For Coaching/Maps May 25, 2020 11:30 PM (Total replies: 10)

I did the same..check your "in-box"

Halo CE General Discussion » Maps May 25, 2020 11:29 PM (Total replies: 10)

Quote: --- Original message by: Maniac1000
Doublegulchv2 was the best map ever made lol



Try this version of that same map: I made for RG Clan

http://maps.halonet.net/maps/RG_Double_Gulch2.zip

Halo CE General Discussion » Maps May 22, 2020 10:07 PM (Total replies: 10)

Quote: --- Original message by: Mushi
Ooo thanks dood!


that first one was one I made but I think you may talking about this one:

http://maps.halonet.net/maps/wm_combo.zip

Halo CE Technical / Map Design » Paying For Coaching/Maps May 22, 2020 10:00 PM (Total replies: 10)

Quote: --- Original message by: Verdant

I'm looking to change the starting weapons/grenades to things outside what's possible in modifying custom games. I also want to tweak things like weapon spawns, powerup locations, etc.

As a specific example, I'd like to pay someone to make a version of Wizard where the players start with the pistol/shotgun, two frags, and remove the health/most of the powerups from the map.

I'd like to move the active camo upstairs like the halo 2 version, and the overshield downstairs.
Edited by Verdant on May 21, 2020 at 08:13 PM


https://www.dropbox.com/s/5pbu2ij25ldbiii/wizard.zip?dl=0

Halo CE Technical / Map Design » Paying For Coaching/Maps May 21, 2020 07:45 PM (Total replies: 10)

be happy to help in any way I can...no need for money ;)


if I wanted to edit/mod a maps BSP what tool or software program would I use? Looking to remove vehicle "limit" on map Gephyrophobia

Thanks!

Halo CE General Discussion » Maps May 18, 2020 06:24 PM (Total replies: 10)

http://maps.halonet.net/maps/Infinity_Gulch.zip

Infinity Gulch

Halo CE General Discussion » Converting Halo Trial map to CE May 5, 2020 01:58 PM (Total replies: 7)

if you need help, let me know or shoot me a copy of map you are trying to convert:


sounds like a weapons tagset not compatible. I always keep a clean backup copy of my "tags" folder and whenever I encounter some errors I start with the "globals" folder and copy a fresh install back into my tags folder, also use Guerilla to open scenario and look at what "starting weapons" you are using...try to load just the stock weapons...ie...AR & Pistol and recompile to see if it is the weapon you are using; if that doesn;t work then copy a fresh backup copy of your complete "tags folder back into your Halo CE directory and try to re-compile using tool

I use "toolpro" vs stock tool that comes with HEK. i also had good luck using "os_tool",found in the Open Sauce version.

Halo CE General Discussion » Yoyorast Island V3 early model. Mar 21, 2020 05:21 PM (Total replies: 25)

nope...supposed to keep your social distance for now!

Halo CE General Discussion » Is CE abandonware? Mar 10, 2020 01:30 PM (Total replies: 55)

Sparky...you are like a cat with 9 lives...and you have said as many times you will never be back! and yet here you are?!
Edited by Kal_El on Mar 10, 2020 at 01:30 PM

Halo CE Technical / Map Design » Cursed Mod Jan 28, 2020 04:26 PM (Total replies: 6)

https://www.patreon.com/posts/32142430


Time: Tue August 11, 2020 12:06 PM 125 ms.
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