ScarFOx has contributed to 132 posts out of 461384 total posts
(.03%) in 545 days (.24 posts per day).
20 Most recent posts:
Too sped up I think I'm good with my locked 30 and 60fps
2. joj ceec
3. john cena
4. lawl yayaman
5. deed amma
6. The rock
7. drake and joj
9. should I add more? :p
Edited by ScarFOx on Feb 16, 2017 at 05:34 PM
Quote: --- Original message by: HaloAU Quote: --- Original message by: Masters1337 Quote: --- Original message by: HeyPiRon
Quote: --- Original message by: HaloAU
This would be cool to see in SPV3 but hearing about the script limitations makes me think it won't.
Would be cool for this guy.https://preview.ibb.co/iDUadv/guy.jpg
Cool to see people actually found those areas. Although there should be another door there...
Maybe I'll look into it.
It could be like a cool side mission. Find and rescue barricaded marines, and have that affect the later game.
"I need a medic quick do you copy?"
wrong time to get grounded
Quote: --- Original message by: Masters1337RIP revives in flood missions
you can only have 31 transformations
By type or how many actors?
Edited by ScarFOx on Jan 11, 2017 at 05:46 PM
01.11.17 17:08:07 tried to add more elements for a actor_variant_transform_collection_entry_block @20AD9BD0 #32 than allowed
01.11.17 17:08:07 EAX: 0x00000000
01.11.17 17:08:07 EBX: 0x00000001
01.11.17 17:08:07 ECX: 0x00000000
01.11.17 17:08:07 EDX: 0x00000000
01.11.17 17:08:07 EDI: 0x0019F180
01.11.17 17:08:07 ESI: 0x00000000
01.11.17 17:08:07 EBP: 0x0019F058
01.11.17 17:08:07 ESP: 0x0019F04C
01.11.17 17:08:07 EIP: 0x7763F43C, C2 08 00 90 ?????
01.11.17 17:08:07 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid actor_variant_transform_collection_entry_block index in [#0,#32)
Quote: --- Original message by: Masters1337maybe that could work
You can have it eject the riders now when the unit is dead, so checking that flag should fix it.
Quote: --- Original message by: Masters1337 Plus with actor transforms it deletes any attached units meaning if you're still stuck in the marine you'll get deleted too. I haven't really tried it but what I seen may have the same effect on the player
While most of that would work, you'd have the issue of losing frames to get the player into the biped, plus it would hinder your movement as you'd have to get in the seat and then get out.
Quote: --- Original message by: bourrin33 ur mum lelelelelelelellelelelelel
Who's Bourris ?
Those could be done but the whole plan was to make another weapon.equipment you choose to have does less damage because the main role is to heal/revive. Just wanted it to be like in this https://youtu.be/AR-TM2VdOIs?t=37s https://youtu.be/LOxGKuFJrbs?t=34s Where all you is throw or pull out something like that next target a marine then he's revived. This was done with the OS transformed where it's mostly about HP range and damage from the player biped. Infection forms will infect the wounded marines the same just like any other unit like in halo 3 no worries. The main point is to make levels a bit more dynamic without "insert waypoint do this." I may have a revive limit or chance of death so something like this doesn't happen -.- https://youtu.be/6-tdHTQF36g?t=8s
Quote: --- Original message by: SBB_Michelle but then I need animations D:
You should probably use biped boarding with an animation of helping the marine on his feet rather than meeleeing them to life.
It's me again ;D
I created a simple concept of the whole wounded system in halo. So basically I'm trying to make it like in other games where marines would get down making you or the ai revive them. Pretty much it I'll have more of a base in the future. The whole point is to make your marines last longer. Hate it when a marines with only 0.1 hp gets into your hog vs a marines with 100% HP? Well that's fixed. Marines have a chance of getting down at between 0.1 or 0.2 health then goes down to a wounded state. After the revive action done by you/ai or weapon the marine should get back up starting at 50% health. That's all I have to say.
Ideas that I came up with from these. https://youtu.be/zdDwk048asE?t=1m46s
Quote: --- Original message by: Masters1337 I'm moding B30 it was working fine in till I started working on my wounded marines concept
do you have an extracted tank of monitor in your tagset? That error often happens when an animation tag is extracted improperly.
01.09.17 15:20:10 EAX: 0x00000000
01.09.17 15:20:10 EBX: 0x00000001
01.09.17 15:20:10 ECX: 0x00000000
01.09.17 15:20:10 EDX: 0x00000000
01.09.17 15:20:10 EDI: 0x0019EE28
01.09.17 15:20:10 ESI: 0x00000000
01.09.17 15:20:10 EBP: 0x0019ED00
01.09.17 15:20:10 ESP: 0x0019ECF4
01.09.17 15:20:10 EIP: 0x7763F43C, C2 08 00 90 ?????
01.09.17 15:20:10 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid animation_block index in [#0,#3)
I get this now gg. -.- time to fix
Quote: --- Original message by: theshadow0222 For gameplay I don't think its a good Idea because of the skip shields thing makes you feel more weaker than you normally were. For the thought of damage there could be a damaging issue with one of the weapons
That could be interesting to fight with and against. Vicious as hell, but interesting.
So since there is no room for ai in it. Isn't there like a way to check if the encounter was still alive in the mission? Like for example what everyou named the marines on B40 I'm gonna say crashside-gramma673 check to see if they are still alive or not then just have a replacement encounter RE_gramma673-survivors Be spawnable in the C40. Is a way like that possible or it's too much work the game can handle?
Nice I wish I could use that for an doom style easter egg
Quote: --- Original message by: Masters1337
That flood carrier is pretty cool! Maybe we'll do something like that for SPV3's.
plz don't make them scary don't put them in dark rooms plz or I'll tell my mum
Quote: --- Original message by: Halo Noob Modder117
The error (note- this is the same error I get every time regardless of what I compile):
01.01.17 10:18:25 tool pc 01.00.00.0609 ----------------------------------------------
01.01.17 10:18:25 reference function: _write_to_error_file
01.01.17 10:18:25 reference address: 42ca20
01.01.17 10:18:25 Couldn't read map file './toolbeta.map'
01.01.17 10:18:53 WARNING: 1 clusters in structure_bsp levels\custom\tagtest\tagtest have no background sound or sound environment.
01.01.17 10:18:53 EAX: 0x00000000
01.01.17 10:18:53 EBX: 0x000B0000
01.01.17 10:18:53 ECX: 0x0002918A
01.01.17 10:18:53 EDX: 0x0017D838
01.01.17 10:18:53 EDI: 0x19EA1000
01.01.17 10:18:53 ESI: 0x19DC7DF0
01.01.17 10:18:53 EBP: 0x000754AC
01.01.17 10:18:53 ESP: 0x0019A4B0
01.01.17 10:18:53 EIP: 0x00436131, F3 AB 8B CA ?????
01.01.17 10:18:53 EXCEPTION_ACCESS_VIOLATION
And no guys, I'm not stupid. I've been using this for a while now, nothing but my Halo CE game is using OS, I don't extract tags from .yelo files nor do I use OS tags. I've tested this on multiple tags that have worked from this site, from maps that have previously worked and even my own tags.
Now can someone please answer my question: How do I remove OS from my CE? I uninstalled CE and reinstalled it and for some magic reason it automatically turns into OS. WTF?
I get that problem sometimes when I add an pelican from CMT. Check your files because sometimes it may have something invalid like bipeds, weapons, shaders, etc