grunt_eater has contributed to 1812 posts out of 439225 total posts
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Better way is to do it with scripting. You walk through a trigger volume, it sets a global to a number, that number determines which power up you have. Once it's set then it checks when you turn on your flashlight, checks the number to know which effect to play, each effect spawns a different equipment, plays the effect, flips your flashlight off and sets the global to 0 again making it so you can't do it again. This mixed with Kirby's player detection\armor abilities script works really nicely...
Not true, i already have a system for it without OS working to be featured in an upcoming map. It just takes some creativity, people. Lol.
Basically, what i'm trying to do there is use the list could command to count the amount of players, then detect when it is increased by one. But it won't compile, and i can't figure out how to fix it :/
Quote: --- Original message by: Jesse
I just noticed there's a hole in that hand...
It's because he uses it for something else :|...It's a really small hole...
The (list_count (players)) command is what does that. But instead of saving it, checking it constantly, and comparing it to itself to detect a change. Wouldn't it just be easier to constantly check if it had increased by one? That's what i was trying to do. Telling the script to check if the player list had increased by one, and if so then executing the commands. The problem i'm having is i don't know the proper way to use that commandage and that script won't compile.
So after some research i think I've found out that the way halo's player list works. When a player joins it bumps everyone up a number. So basically player 0 becomes player 1, player 1 becomes player 2 and so on, and the new player becomes player 0. This makes tracking players kind of difficult, but i had a thought on making it work. What if we assigned each player to a global, and then said when a new player joins it sets each global to the one behind it. So player 1 would be set to player 0, player 2 would be set to player 1, ect ect. The only problem i'm having with this is that i can't figure out how to detect if player list has increased by one. See?
(script continuous count-em-up
(if (list_count (players)) (+ 1)) ;;here's where i'm having trouble :/
(set "p0" "p1")
(set "p1" "p2")
(set "p2" "p3")
(set "p3" "p4")
(set "p4" "p5") ;;snip.
So i was hoping an experienced scripter could help me out.
Also, i had another question. If a server can only hold 16 player, then why do we script 0 through 16? i mean, technically that would be 17 players, because 1 to 16 is 16 players, but we're adding a 17th with player 0... Lol.
Okay. Basically, you'd need the equipment throw animation for each fp model animation. But I've talked to Kirby about this before and he says that the reason that animation was never used is because there are certain parts of the game that weren't finished. You can't script fp model animations, either. and i don't believe you can set it up in guerilla. Sorry, man. It's an OS only thing :/
Quote: --- Original message by: hobbet360 Quote: --- Original message by: grunt_eater Quote: --- Original message by: grunt_eater Quote: --- Original message by: hobbet360
-snip- (bad explaination.)
NO OPEN SAUCE NEEDED!
How did you work around enemies not being able to enter the same vehicle? Great work, by the way.
Quote: ----- Hobbet360Edited by hobbet360 on May 21, 2013 at 11:15 PM
2 vehicles joined together. one with (theoretically) no geometry, the other being the ghosty. the ghost is modified to have 2 seats in the same spot (one being unsit-in-able), that unsit-in-able has no entry animation (practically). An invisible control pannel attaches and detaches constantly. when that control is triggered, the 2nd (invisible vehicle) detaches for 3 ticks, enough time for the player to be "loaded" into the vehicle (which has the boarding animations). the vehicle re-attaches. the driver exits, the vehicle detaches again for 6 ticks, the player exits, then gets "loaded" into the unsit-in-able seat. vehicle 2 attaches again. all good (unless I missed something, as this is off the top of meh krayniyum). when the player exits the unsit-in-able seat, he/she/it can re-enter via the normal way (with the normal animations).
Oh, well thank you :3
Quote: --- Original message by: thehonorguard
So i have this vehicle and any ai that enters the vehicle just wont die. i dont want the vehicle to blow up i just want that darn ai to die. not by script i mean like as if i were to get in a warthog and someone shot at me with a rocket lawnchair.
and how do i make the actor for a warthog gunner shoot more consistently and even close to holding the trigg for a long time.
Check your vehicles collision tag, and make sure the boxes "passes damage to children" "passes area damage to children" "never takes damage for children" or whatever are checked.
That's the way most people do it with custom bipeds. Importing the cyborg bone set will make it so you can use the cyborg animations, collision, ect. Basically, import the cyborg.gbxmodel, line up the bones with your biped, then rig it to them. Export, compile, fix node list checksum. Bang, there you go.
Interesting o_o I like learning ^_^. Lol. Sounds like something i did recently. Placed a biped in a map with a vehicle with a damage effect when you boosted. When you boosted, it killed the biped, and a script activated the zoom blur screen effect when the biped died. Kinda like this
Quote: --- Original message by: MatthewDratt
You could ways just re-animate the pelican to crash in a spot maybe down the path of the warthog run. You'd of course have to change up the spot where Echo419 appears, ect but still I think it'd actually be a kinda cool idea to at least react to Echo419's crash
I agree. And i always found it stupid that the autumn was sliced in half and connected by such a small bridge anyway :/
@kirby: Oh, yes, that's what i forgot. Teleporting the other biped. Anyway. How are you planning to detect distance from the ground? I's it an OS thing? I'm working on a map and would really like that info. Lol.
Okay, sorry. I guess i just completely missed it :/
Quote: --- Original message by: kirby_422
And then kirby walks in.Kirby Likes proving people wrong, Entry 3: Buggers
(If these exact tags are used anywhere, it would be associated with H2SPP, but even then, idk)
Completely possible. Within reason? Sure, close enough. Should it be used?.. Well, with how well my bugger AI are doing so far, probably not.
Loading the walking biped into the flying biped or something different, kirbs?
(script continuous bullcrap
(sleep_until (or (unit_get_health (unit (list_get (players) 0))) 0) (vehicle_test_seat banshee "driver" (unit (list_get (players) 0))))
(vehicle_load_magic air-bugger "driver" (unit (list_get (ai_actors "buggers") 0))))
(sleep_until (not (or (not (unit_get_health (unit (list_get (players) 0))) 0)) (vehicle_test_seat banshee "driver" (unit (list_get (players) 0)))))
(unit_enter_vehicle (unit (list_get (ai_actors "buggers") 0)) exit "driver")
Delicon20: sorry, misread selfless for selfish.
I Never saw it till now :( Sorry for making a big deal out of it. Never meant to cause any trouble.
I wasn't being selfish, i was simply stating fact. I asked if the soccer ball i gave them would be used and they said they didn't have room for it. I was okay with that, i understood. But they just replaced the model and didn't bother to credit. I mean i don't really care, it bobs up and down as it rolls anyway. But it still would've been nice. Lol.
Quote: --- Original message by: master noob
you missed the point
their flight patterns make them difficult, and landing is really the only opportunity to hit them on harder difficulties. making them faster and harder to hit makes them literally invincible, and giving them grenades and overcharge would make them OP. the landing is really the only thing preventing them from being harder sentinels.
But if you lowered the health so that it would take a full mag from a sniper rifle to kill one then they wouldn't be so hard to kill. I hate how everyone thinks that the way to upgrade enemies is to make them hella invincible and give them power weapons. Like i said
No invisible shields, lower health so that they can be killed by 6\7 shots of a pistol or 15\20 shots of an AR, make normal rat of fire less accurate, and make them use charged pp mode. But no grenades, i have nightmares about it raining plasma grenades from that one statement *shutters*.
You used my soccer ball physics and didn't credit me :( I know it's not my model, but still. lol.
Edited by grunt_eater on May 18, 2013 at 05:09 PM
Quote: --- Original message by: Banshee64
Best Photoshopping I've ever seen
I know. And the auto-tune, oooooh i's so good! XD.
But hey, i got some entertainment out of the story. Only comment i have is that you seemed to use same sentences a couple of times. But besides that, not hatin'
Edited by grunt_eater on May 18, 2013 at 03:24 PM