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Author Topic: H.3.M.T (1053 messages, Page 19 of 31)
Moderators: Dennis

ICEE
Joined: Mar 1, 2007

Hark!


Posted: Mar 16, 2008 01:14 AM    Msg. 631 of 1053       
Guess who gets to take his work with him?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Mar 16, 2008 01:16 AM    Msg. 632 of 1053       
naa i cant.


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 16, 2008 01:19 AM    Msg. 633 of 1053       
Guess why were saying guess infront of everything we post


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Mar 16, 2008 01:27 AM    Msg. 634 of 1053       
Guess which one will win, HDoan's H2 Pelican or Killas H2 Phantom


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Mar 16, 2008 02:40 AM    Msg. 635 of 1053       
It flies, it faps its wings, blood explosion, and it moves its head. Now we know what the bird looks like close up in Halo 2.

See what I did there? Replaced flaps with faps


warturtle117
Joined: Jan 1, 2008

lighting is everything right? no? then wtf is?!?!


Posted: Mar 16, 2008 03:09 AM    Msg. 636 of 1053       
now it may seem stupid to ask but will you be using the Halo 3 masterchief bipeds and backpack weps? and will there be a flamethrower in the map


TVTyrant
Joined: Mar 16, 2008

Who am I?


Posted: Mar 16, 2008 04:01 AM    Msg. 637 of 1053       
Just a little too boxy on the rifle. And put in lower in the HUD.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Mar 16, 2008 08:30 AM    Msg. 638 of 1053       
Quote: --- Original message by: warturtle117
now it may seem stupid to ask but will you be using the Halo 3 masterchief bipeds and backpack weps? and will there be a flamethrower in the map

Yes, it was a stupid question, but I'm not going to be mean with you. I'll only say what Halo 3 team would use a Halo 2 biped? Backpack weapons are also being used according to pictures some time ago of a rigged Halo 3 Master Chief biped.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Mar 16, 2008 08:36 AM    Msg. 639 of 1053       
Your sentence was basically the same as what I said anyway.
Edited by ODX on Mar 16, 2008 at 08:43 AM


1800killz
Joined: Dec 8, 2007


Posted: Mar 16, 2008 08:58 AM    Msg. 640 of 1053       
Quote: --- Original message by: aDirtyShisno213
Quote: --- Original message by: __napalm__
Awesome! for those who have halo 3. I'm getting it for my birthday, cant eiffing wait
Send me a friend request! Gamertag: aDirtyShisno213

And you can send me one to. Mr kill360


aklass
Joined: Jan 25, 2008


Posted: Mar 16, 2008 11:12 AM    Msg. 641 of 1053       
WE WILL NOT BE USING BACKPACK SIDEARMS INSTEAD WE ARE USING PERMS.

I have also fixed boxyness on the rifle.
Edited by aklass on Mar 16, 2008 at 11:13 AM


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 16, 2008 12:16 PM    Msg. 642 of 1053       
so you would rather have to faultly weapons on your ass than be a jawsome new h3 chief with differnt armors like the eva?


NapalM
Joined: Jul 8, 2007

keke


Posted: Mar 16, 2008 12:35 PM    Msg. 643 of 1053       
Quote: --- Original message by: HDoan
It flies, it faps its wings, blood explosion, and it moves its head. Now we know what the bird looks like close up in Halo 2.
See what I did there? Replaced flaps with faps

yhea it was the first thing I noticed


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 16, 2008 12:40 PM    Msg. 644 of 1053       
Quote: --- Original message by: Jake Anderson
oh great... why dont I just GIVE you a snauzenger.

WTF is that? a schnauzers retarded friend?


aklass
Joined: Jan 25, 2008


Posted: Mar 16, 2008 01:56 PM    Msg. 645 of 1053       
Quote: --- Original message by: Jake Anderson
Perms? Why not just use Backpack weapons so that it actually IS like halo 3.


why have glitchy weapons that are still on your back when you die? When instead you can have a masterchief that has all the different armors available in h3?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 16, 2008 02:15 PM    Msg. 646 of 1053       
Quote: --- Original message by: aklass
Quote: --- Original message by: Jake Anderson
Perms? Why not just use Backpack weapons so that it actually IS like halo 3.


why have glitchy weapons that are still on your back when you die? When instead you can have a masterchief that has all the different armors available in h3?


The reason why it stays on your back is because you can't refer to a dead player using "players" to change the permutation back to having no weapon in the backpack, right? If that's the case, then I think you could use global variables to give each dead player something to be referred by:

(global object player0 (list_get (players) 0))
(global object player1 (list_get (players) 1))
(repeat for each player index)

(script continuous set_players
(if
(> (unit_get_health (unit (list_get (players) 0))) -1)
(set player0 (list_get (players) 0))
)
(if
(> (unit_get_health (unit (list_get (players) 1))) -1)
(set player1 (list_get (players) 1))
)
(repeat for each player index)
)


Then, you could continuously check for each player's health to be <= 0 in a seperate script using the variable instead of (list_get (players) #), and change the permutation to having no backpack weapon.


CtrlAltDestroy
Joined: Feb 27, 2007

Zteam Leader


Posted: Mar 16, 2008 02:24 PM    Msg. 647 of 1053       
If you can't set the permutation of a dead player, what makes you think you can set the permutation of an instance of a dead player? Your script is redundant because in the end, you're still referencing the same object you began with.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 16, 2008 02:27 PM    Msg. 648 of 1053       
Quote: --- Original message by: CtrlAltDestroy
If you can't set the permutation of a dead player, what makes you think you can set the permutation of an instance of a dead player? Your script is redundant because in the end, you're still referencing the same object you began with.


Isn't that what we want? The script is set up so that it only sets the variable if each player index is currently alive. That way, each variable remains set to the dead player until he respawns, which is enough time for a continuous script to set the permutation for the dead player.


CtrlAltDestroy
Joined: Feb 27, 2007

Zteam Leader


Posted: Mar 16, 2008 02:34 PM    Msg. 649 of 1053       
When a player dies, the corpse loses its status as a "player" object, and therefore, the player effectively does not exist until he respawns. How are you going to assign a non-existant object to a variable in the first place?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 16, 2008 02:40 PM    Msg. 650 of 1053       
Quote: --- Original message by: CtrlAltDestroy
When a player dies, the corpse loses its status as a "player" object, and therefore, the player effectively does not exist until he respawns. How are you going to assign a non-existant object to a variable in the first place?


Right, which is what I'm trying to counter with the variable. I can only assign the player object to the variable if it's alive, so the moment it dies, the script no longer sets the variable to the index, because it would return nothing. Instead, the variable was already set to the player's object before it died, meaning that the variable is still set to the dead player.

The variable won't lose its value based on the (players) index anymore because the script no longer assigns the variable once the index is considered non-existent for that moment until the player re-spawns.


CtrlAltDestroy
Joined: Feb 27, 2007

Zteam Leader


Posted: Mar 16, 2008 02:48 PM    Msg. 651 of 1053       
A variable does not store an actual object, it stores a reference to an object (with the exception of primitive data types such as integers, etc). So, if you assign say, "(unit (list_get (players) 0))" to a variable, when you call that variable, the engine will evaluate what you assigned to it (more or less; it actually holds an address to the object)--in this case "(unit (list_get (players) 0))", which will return an undefined object as you called* it after the player died. It simply will not work. A variable will not hold an actual object. That would be far too costly at runtime and would be redundant anyways.

*fixed something
Edited by CtrlAltDestroy on Mar 16, 2008 at 02:51 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 16, 2008 03:03 PM    Msg. 652 of 1053       
Quote: --- Original message by: CtrlAltDestroy
A variable does not store an actual object, it stores a reference to an object (with the exception of primitive data types such as integers, etc). So, if you assign say, "(unit (list_get (players) 0))" to a variable, when you call that variable, the engine will evaluate what you assigned to it (more or less; it actually holds an address to the object)--in this case "(unit (list_get (players) 0))", which will return an undefined object as you called* it after the player died. It simply will not work. A variable will not hold an actual object. That would be far too costly at runtime and would be redundant anyways.

*fixed something
Edited by CtrlAltDestroy on Mar 16, 2008 at 02:51 PM


Oh, ok. I thought the purpose of those kinds of variable types was to actually store their value, not the reference to it. I see now.
Edited by Me KS on Mar 16, 2008 at 03:04 PM


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Mar 16, 2008 03:05 PM    Msg. 653 of 1053       
Less backpack, moar birdie at the top.


CtrlAltDestroy
Joined: Feb 27, 2007

Zteam Leader


Posted: Mar 16, 2008 03:07 PM    Msg. 654 of 1053       
Better shaders, again.


aklass
Joined: Jan 25, 2008


Posted: Mar 16, 2008 03:07 PM    Msg. 655 of 1053       
less challenging CAD to scripting contest. More...... WTF does that birdie have to do with MP?


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Mar 16, 2008 03:09 PM    Msg. 656 of 1053       
We could have it flying in the sky and you can shoot it down but it cant get to you =D Like in Halo 3 on Guardien theres birds or this other level with sentinels.


supersniper
Joined: Jul 28, 2007

fear the sniper


Posted: Mar 16, 2008 03:12 PM    Msg. 657 of 1053       
He can be a spy pigeon. That can spy on the other team. :D Lol but seriously that bird has no purpose.


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Mar 16, 2008 03:15 PM    Msg. 658 of 1053       
Just let it fly free in the sky until a sniper gets bored =/


supersniper
Joined: Jul 28, 2007

fear the sniper


Posted: Mar 16, 2008 03:39 PM    Msg. 659 of 1053       
But then that sniper is spotted and killed. Hmm more of a nuisance than a un-boarder>>


Brian
Joined: Dec 24, 2007


Posted: Mar 16, 2008 03:52 PM    Msg. 660 of 1053       
or maybe u could have a contest on who can shoot the most birds?


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Mar 16, 2008 03:54 PM    Msg. 661 of 1053       
Duck Hunt ce


Brian
Joined: Dec 24, 2007


Posted: Mar 16, 2008 04:12 PM    Msg. 662 of 1053       
good idea


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Mar 16, 2008 04:48 PM    Msg. 663 of 1053       
Quote: --- Original message by: Jake Anderson
I think maybe have it that if you kill the bird the bird comes back and SHOOP DA WHOOPS you with a Splazer from its mouth. Just to tell you not to shoot him for no reason. poor birdy...
Actually the whole point that birds were invented were to shoot them. I like the idea of having them flying around in the air. Makes the map special.


Brian
Joined: Dec 24, 2007


Posted: Mar 16, 2008 08:38 PM    Msg. 664 of 1053       
i think it would be fun


Co Redsonic
Joined: Apr 8, 2007

I rarely post - if you see this you're lucky!


Posted: Mar 16, 2008 08:42 PM    Msg. 665 of 1053       
how will the birds sync online though?

 
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