nihao123456ftw has contributed to 186 posts out of 438597 total posts
(.04%) in 422 days (.44 posts per day).
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First map: http://hce.halomaps.org/index.cfm?fid=6368
It was a horrible nightmare to have made such a complicated map for a beginner >.< In the end I gave up and used a hacked tool to compile it (fixed a lot of the errors in v2, in v3 which i've stopped development i fixed all the errors).
I still feel like a noob now though Edited by nihao123456ftw on May 6, 2013 at 07:01 PM
how is my map 1 place above Coldsnap?
:o
-post deleted- Edited by nihao123456ftw on Feb 7, 2013 at 06:06 AM
bai baii
The theme\music used in the first mission of Halo 4.
It goes something like:
dadum, dadum, daadum daadum dadum.
/jesse
could you get her to post a screenshot? It seems similar to a problem I had before, but not with HAC2 though
what about a skull that removes your shields?
You forgot to include the "Bloodgulch mods" section.
Quote: --- Original message by: MoooseGuyQuote: --- Original message by: Mangenkyo
Dominated - Kill a Hunter with melee attacks and without getting any damage from it.
(THAT WOULD BE A PRETTY HARD ACHIEVEMENT TO GET! LOL) Actually, not really. I do it all the time if I don't have a pistol on hand.
I think cmt's hunters are a lot tougher to dodge though
Quote: --- Original message by: Tape City 4. I gave up on camtrack_arena_INSANE because the oddballs, Hills and race track keep vanishing even after I save the changes.
Your windows UAC is probably blocking your scenario from being saved properly. Right click on guerilla go to properties, go to compatibility tab and check the box "run program as administrator" do so for sapien and tool as well. Then go to the foldedr in your tags where camtrack_arena_INSANE.scenario is supposed to be located and there should be a new button in windows explorer called "compatibility files" or something. Click it and cut-paste the scenario tag in there to where it's supposed to go and overwrite the old scenario
your method sounds like it should have worked, did you set it to spawn at the effect's location? (do not set it to "none")
thanks waffles, that was my problem. I had some strange errors when I tried your solution earlier, but I used that new explodeskin.ms script on halomaps to just delete the skin entirely and link the parts of the mesh instead to the nodes
Just pointing out that Audacity can also import ogg sound files straight out from the .sound tag, i've tried it before with music
But it doesn't work for most sound effects as they use the xbox adpcm codec Edited by nihao123456ftw on Jan 13, 2013 at 07:14 PM
Did it sound something like:
dadum, dadum, daadum daadum dadum?
I am showcasing my gametype detector. It is designed to spawn more than 6 vehicles while keeping the ability to set which gametypes the vehicles is allowed to spawn in. I decided to do this as I have recently discovered conditional scripts and I wanted to see how useful they really were (and man, they are. No more millions of if/else blocks for me ). This really isn't new, a similar concept was used on Coldsnap to change the scenery around in different gametypes. Basically it works by having a netgame weapon that only spawns in certain gametypes and it explodes when dropped like the halo 1 fuel rod gun in campaign. The explosion kills one of the bipeds that you place around the map and the script then detects which gametype is active by detecting when that biped dies
Gametype Detector+Gametype Specific Object Spawning
- First, place 4 bipeds in a map (in some place you can't see them, preferably a "sync box") and name them. Place them a bit apart from each other so that the exploding weapon does not kill the other bipeds [gametype_ctf_detect, gametype_slayer_detect, gametype_koth_detect and gametype_oddball_detect]
- In guerilla, open up a .weapon tag and scroll down to "$$$weapon$$$". Tick the box "detonates when dropped". Save as a different .weapon tag.
- Then make a new .damage_effect tag that deals like 500 damage and have a radius of 1 world unit, save.
- Make a .effect tag referencing to that damage_effect tag
- go back into the .weapon tag and set the fields "detonation effect", just above the $$$weapon$$$ section, and the "detonation" field under heat, both to the .effect tag you created
- now make a new item collection tag, weight 100, and add it to sapien. Place them near the feet of each of the 4 bipeds you created, set each to spawn in different gametypes
Now for the script. You'll have to name all the things you want to spawn:
(script startup gametype_detector (sleep_until (or (!= (unit_get_health gametype_oddball_detect) 1) (!= (unit_get_health gametype_slayer_detect) 1) (!= (unit_get_health gametype_koth_detect) 1) (!= (unit_get_health gametype_ctf_detect) 1) ) ) (cond (;;begin cond1 (!= (unit_get_health gametype_ctf_detect) 1) (object_create_anew [add "Capture the Flag" objects and vehicles etc. here]) ;;if you add more stuffz here, you may want a (begin) before object_create_anew above or else sapien will scream at you );;end cond1 (;;begin cond2 (!= (unit_get_health gametype_slayer_detect) 1) (object_create_anew [add "slayer" objects and vehicles etc. here]) ;;add more stuffz here );;end cond2 (;;begin cond3 (!= (unit_get_health gametype_koth_detect) 1) (object_create_anew [add "king of the hill" objects and vehicles etc. here]) ;;add more stuffz here );;end cond3 (;;begin cond4 (!= (unit_get_health gametype_oddball_detect) 1) (begin (object_create_anew [add "oddball" objects and vehicles etc. here]) ;;add more stuffz here ) );;end cond4 ) )
Since this was designed for more than 6 vehicles as well, there was an odd bug I encountered earlier before where if the gametype settings made it so that vehicles respawn after a certain period of time then the vehicles I referenced in the script would respawn on the first vehicle spawn point I created in Sapien. To counter this, make your first vehicle inside the sync box area and put a large trigger volume around it (make sure it doesn't intersect other vehicle spawn points or it could cause trouble, that's why you should do it in a sync box.) Now copy this script (note that it is not tested. If it isn't working then you can copy the other version of this script in my earlier post in this thread):
(script continuous vehicle_respawn (cond (;;begin cond1 (= (volume_test_object [vehicle_respawn_triggervolume] [vehicle1]) true) (object_create_anew [vehicle1]) );;end cond1 (;;begin cond2 (= (volume_test_object [vehicle_respawn_triggervolume] [vehicle2]) true) (object_create_anew [vehicle2]) );;end cond2 ;;do this for each vehicle in map if it applies ) ) Edited by nihao123456ftw on Jan 5, 2013 at 12:26 AM Edited by nihao123456ftw on Jan 5, 2013 at 12:30 AM
Quote: --- Original message by: Mangenkyo OMG! FARCRY 3 IS A BIG MOD OF THE HCE ENGINE! OHSHT!!
Open Sauce v3000!
that error usually means that devmode isn't turned on...
Quote: --- Original message by: reeiiko15Quote: --- Original message by: SilentJacket Felis Navidad :) UGH NOW ITS STUCK IN MY HEAD <font size="100">AAAAAHHHHH MAKE IT STOP</font size=100>
Stuck in my head as well
Quote: --- Original message by: Masters1337 I blame the fact you have to change your settings to show custom maps.
Also, no auto-map download feature like in OS 3.1 and halo 2
Quote: --- Original message by: licon4812 my computer is at its hiest grafics card
Does that mean that you have a really good graphics card? If so, then what's stopping you from upgrading the rest of your computer?
Quote: --- Original message by: licon4812 what well if you have a problem with me making recreasets then take it up with my lawer
Hmm what good will talking with your lawn mower do? Does that mean the lawn mower has better specs than your PC? Maybe you should use that instead of computer then when using HEK.
Lol enough joking. Anyway, I've never seen any halo 3 detachable turrets ported into haloce before. I think your best bet would be cmt spv2's handheld turret thingy. It is deployable as a turret and then when you shoot it it breaks down into a handheld gun. That's close enough right? Well if not then just use other models similar to it and use the spv2 turret tags as a base/reference so you can make it detachable Edited by nihao123456ftw on Dec 22, 2012 at 10:15 PM
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