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Joined: Jan 22, 2006 09:33 PM
Last Post: Feb 17, 2018 11:54 PM
Last Visit: Yesterday @ 09:31 AM
Location: カナダ
Occupation: 大学生
Interests: アニメ
Your Age: 二十歳
What Games do you play: Hyperdimension Neptunia
Apparently public enemy number 1?

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kirby_422 has contributed to 3110 posts out of 465763 total posts (.67%) in 4,417 days (.70 posts per day).

20 Most recent posts:
Halo CE General Discussion » Halo 2 juggernaut actor/biped tags?? Feb 17, 2018 11:54 PM (Total replies: 2)


MP maps can be loaded using sv_map <mapname> <gametype>
But, with stock halo, you'd only be able to deal with stock gametypes in your scripts (since you wouldn't be able to get the names of custom ones); again, you'd need something like chimera.

Quote: --- Original message by: Halo Noob Modder117
I figured since we only have 1 UUI and you cannot update or personalise it

You can totally update and customize it; you could rip and modify it, but im pretty sure moose even released the source files *shrug*

Quote: --- Original message by: Halo Noob Modder117
Obviously its possible since the UUI exists, sadly no tutorials nor info regarding linking maps to it exist. Some say scripts might do the trick though what kind of script? I've examined the UUI script and tried to replicate it but that too results in errors.

UI widgets can execute dormant scripts (list the script name under event handlers, in the script textbox). What you want to load the map, is the 'map_name <STRING>' command to load your map.

Anyways, to make just a UI map, you make a UI widget for each map you want in the list, and have a script for each of them. You could go further, and use something like Chimera and its LUA system to make it get data from elsewhere (dynamically check map folder, read a map list, or whatever you want, etc)

K, I've done my update for the year. See you in 2019 for the next h2spp update /troll

and then I did something other than I said I was going to do.
https://www.youtube.com/watch?v=y_KCyRNK6sI nothing new, just done with newer technologies, and more multiplayer friendly (which doesn't effect H2SPP in the slightest)
And on the weekend, ill probably do a completely different thing than this, and than what I said I was going to do, because why not?

Quote: --- Original message by: lolslayer
Gib H2SPP news pls

No real news, other than all the BSPs for 06a are done (pretty sure I showed that during the final CE3), although I'd like to do touchups. Pretty sure I only had one more BSP for 06b to get ingame, although I believe all those BSPs (that werent shared with 06a) needed touchups. I did something related to instance geo, but I don't remember what. All the devices are setup and ingame for 06a (pistons and such).

For actual plans (which I havent touched in eternity), in 06a, during the transport between the two walls, there is going to be a flood juggernaut latched onto a sentinel enforcer; helping one won't exactly do well for you (trying to decide still whether they tie by themselves, or whether it'll be how juggernauts are included in the story, like a mini-boss after it finishes the enforcer)

Anyways, should be able to redo my duel wielding yet again (did I even show you guys the last version? probably not) using chimera's LUA stuff. I guess ill look into that today, see what kind of new dual POC I can get done.

Quote: --- Original message by: DeadHamster
The real reason this was never done was that AI don't pathfind on devices.

I have no idea what you're talking about; they do great. I later upgraded the elites to be jetpack elites so they could come back on if they accidentally dive or fall off (apparently never recorded that part).

Quote: --- Original message by: TheHaloKnight
Is it even possible to get those animations ?

The real joke, is I've actually released actual H2 marine animations last year for the sake of trolling; the real question you have to ask, is where I released them.

Quote: --- Original message by: DillPicklez903
cache file 45.20M too large (should be 128.00M but was 173.20M)

Map file too large; loose some tags, or compile as yelo
os_tool build-cache-file-ex "" 0 0 1 levels\test\gulch\floodnblood

Halo CE Technical / Map Design » I need help with compiling in OS Tool Oct 16, 2017 05:26 PM (Total replies: 1)

Quote: --- Original message by: DillPicklez903

Too many tags.

Halo CE Technical / Map Design » Legs in First Person Mar 27, 2017 03:42 PM (Total replies: 11)

Quote: --- Original message by: Super Flanker
Quote: --- Original message by: kirby_422

I would show my screens of how that looks with active camo and FP shield shaders, but imageshack has basically purged all their non-paying customers old stuff. Sorry.


Hows logging into my imgur account going to unpurge all my old photos that I don't have anymore?

Halo CE General Discussion » Uncommon tool error Mar 27, 2017 03:21 AM (Total replies: 6)

spheres are nearly always too round (other surfaces can be too, but typically spheres); given that you've said yours are extra round, definitely that sphere. Its the collision that doesn't like it, so you can have a render only surface that is extra round, and a more blocky collision only surface at the same location.

Halo CE Technical / Map Design » Legs in First Person Mar 27, 2017 12:05 AM (Total replies: 11)

The best way is to attach and detach parts identical to the legs pieces, to the character, however how well this looks will depend fully on your biped (and mostly their animations)
Default H1 chief doesn't go anywhere near as well as Arby; havent checked H2 chief at this time.

I would show my screens of how that looks with active camo and FP shield shaders, but imageshack has basically purged all their non-paying customers old stuff. Sorry.

Halo CE General Discussion » Uncommon tool error Mar 26, 2017 11:48 PM (Total replies: 6)

Quote: --- Original message by: Twinreaper

Believe that was the error for collision being too round.

Greetings, last year the Christmas Mapping Team (CMT) struggled to complete our desired goal; this year, we did even worse, and it isn't even overly funny this year *shrug*

If you think something broke, it probably did (I slightly tested this year compared to last year), if it did, use developer mode and 'wake core_script' to advance the story... Of course, if you do that near the end, it will advance you to the end of the level... keep that in mind. When you become a drug addict, the effects will likely continue for all eternity; oh well, that's what you get for turning to drugs I guess.

Last year, people wanted an image; why not?

Collect presents, and help Santa decide who to take along with him to deliver the presents, now that hes behind schedule by collecting evidence to why they should, or shouldn't (I lied, its only shouldn't) help him. Since Trump won the election, he wins any ties in-game.

Last Years release thread

H2EK is extremely stripped down compare to H1EK; Microsoft didn't really want people making custom maps, and hence stripped many features out (Some features have been restored by the community, although many features are still missing). H2 itself, doesn't even allow AI spawning in the Multiplayer Engine (people have applications to edit memory, to swap the engine temporarly to get some AI spawning in MP), and H2EK is only directly designed to compile MP maps.

Anyways, if you collect all the hacked tools, you can at least create a singleplayer map with Spartan and Elite AI, although they will not be able to freely wander the map; the information required to do so has been stripped. You can either have them stand still, or make them walk a set direction for a set number of steps. References to the AI are also stripped, meaning you cannot use scripts to refer to the AI later on (if they didn't strip this, you could of written your own AI pathfinding setup).

Look around here, thats an entire H2V community. The tools should be available there, as well as the few people left who deal with H2V.

Halo CE Technical / Map Design » script problem Aug 11, 2016 11:08 PM (Total replies: 3)

The name does not have to match; a single hsc file can hold a multitude of actual scripts. What does it say when you try to compile it in sapien (like you're meant too; the only time tool tries to compile, is if it has corrupt scripts, from someone doing it incorrectly in sapien, and I do not even know if it reads the actual scripts when doing that, or just the invalid data it already loaded in sapien)

Halo CE Technical / Map Design » script problem Aug 11, 2016 03:54 PM (Total replies: 3)

Quote: --- Original message by: nathaninthailand
i expected (script <type> <name> <expression(s)>): (script startup)

Is the script you posted above the ONLY script? Because this here says that its encountered something thats definitely not part of the script you showed us; it says it encountered a script without a name, and without contents (what its upset about is the lack of a name).

Check your scripts folder for any other HSC files you might have there, and make sure you don't have any other random garbage in your hsc file.

Halo CE General Discussion » Script error question Aug 8, 2016 11:59 PM (Total replies: 3)

Continuous script's shouldn't list a datatype; only static and stubs are allowed to have data types. This script extractor also apparently doesn't keep track of other script names; it replaced all references to the static player script, with the name of the script it was already in (which would create these issues, as condensed wouldn't be defined to reference, until it had already completely compiled condensed, which it cannot do since it refers to itself)

Also, you never change plyrnum, meaning it can only ever heal the newest spawned player.

(global short plyrnum 0)
(global real regen_amount 10.0)
(script static unit player (unit (list_get (players) plyrnum)))

(script continuous regen
(sleep 2)
(>= (unit_get_shield (player)) 1)
(< (unit_get_health (player)) 1)
(unit_set_current_vitality (player)
(+ (* (unit_get_health (player)) 75) regen_amount)
(* (unit_get_shield (player)) 75)
(if (= plyrnum 15) (set plyrnum 0) (set plyrnum (+ plyrnum 1)))

Halo CE General Discussion » Video game survey Aug 5, 2016 04:50 PM (Total replies: 43)

Quote: --- Original message by: DaLode
3) Blam only has that weird scripting language, despite having used it for years, I never found out what language I was actually using. Cheers to that.

It's Halo Script, a derivative of LISP

Anyways, Unity is pretty easy to use. You can throw lazy garbage code at it, and it just works lol. I've done things quite quickly with unity with no effort. I don't know what kind of overhead it requires for it to manage things so nicely, but I'm sure there has to be some.

Someones already made this thread (The natural assumption is that you've made it before in the past), but whatever.
Quote: --- Original message by: gabrieloup
-Grunts, Elites and Jackals can be dismembered, just like the Flood. However, it's not complete decapitation because of script errors and some unrealistic problems that can be caused as well because of how the Halo engine works. Mostly it's going to be both arms and one leg. Because, otherwise, you'd be able to shoot off an Elite's head clean off and he'd still run at you with no problems, or shoot off both legs of a Grunt and he being able to "float" around, still shooting at you. And if the engine allows it, Grunt methane tanks would also be destroyable. This feature would allow you to "disarm" (hah, no pun intended) enemies, in such a way that you can remove their weapons without killing them. Pacifist Halo players, your dream has come true.

Why can't you have their heads destroyable? I've never tried it, but there is an exact flag to deal with this sort of stuff; "forces object to die" to kill things when the region is destroyed. While I've never checked whether its been implemented, the logical conclusion is it is, since bungie would have likely remove it if it wasnt.

Quote: --- Original message by: gabrieloup
-You can pick 3 weapons at a time. A multi-million combat cyborg of the pinnacle of human technology should be able to carry more than just one pistol and one plasma pistol at at time. A real human can hold AT LEAST 50 pounds of equipment. This also makes the gameplay faster and more interesting, while still balancing everything.

Just start them with 3 weapons (you can only pickup a third weapon when its got flags to force pickup, but if you already have 3 or more regular weapons, you can freely swap them. Even if you give them some fake unarmed weapon for the third slot so they can grab a third)

Quote: --- Original message by: gabrieloup
-When pressing the flashlight button, the game goes into slow motion. Pressing it again turns the speed back to normal. If that doesn't work because of some engine limitation, then make Chief run faster for a short period of time each time you press the flashlight key button, and then have it do a recharge sequence so the speed boost is used again. The latter wouldn't be sprinting since it would actually drop a speed powerup which would make the player move faster in ANY direction and maybe even jump higher, like an adrenaline injection.

(game_speed <real>)

The rest of your things are basic tag edits. I don't see why you needed a thread, since you don't seem to be asking questions. Before making a thread, you should have some kind of progress (or questions). And, regardless of what other peoples feedback is, you should do what you want, for your own personal enjoyment (If the feedback is something you want, add it, if it doesn't match your vision, then let them build their own thing that matches their vision); chances are, people aren't going to be overly interested, so you shouldn't be going out there trying to pander to others, you should do what you want to play, and spend as much time as you want to.

Time: Sat February 24, 2018 6:49 AM 688 ms.
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