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Author Topic: Extinction2 WIP official thread (1553 messages, Page 29 of 45)
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HDoan
Joined: Feb 19, 2007

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


Posted: Sep 21, 2008 02:52 AM    Msg. 981 of 1553       
How about not possible?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Sep 21, 2008 07:37 AM    Msg. 982 of 1553       
Quote: --- Original message by: HDoan
How about not possible?


How about Probably possible but still unknown. Yuo can do about anything you want with proper use of the dev tools and scripts. Just have to know how. And I'm not saying I know how, just saying never say never.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Sep 21, 2008 08:23 AM    Msg. 983 of 1553       
Quote: --- Original message by: OpsY
Quote: --- Original message by: HDoan
How about not possible?


How about Probably possible but still unknown. Yuo can do about anything you want with proper use of the dev tools and scripts. Just have to know how. And I'm not saying I know how, just saying never say never.


Kirby says it can be done, but it has something (okay, a lot) of things to do with permutations and vehicles.

He even says how to do it in the AI-less thread.


wesman
Joined: Mar 18, 2008

no your a freezer


Posted: Sep 21, 2008 09:51 AM    Msg. 984 of 1553       
Quote: --- Original message by: OpsY
Quote: --- Original message by: HDoan
How about not possible?


How about Probably possible but still unknown. Yuo can do about anything you want with proper use of the dev tools and scripts. Just have to know how. And I'm not saying I know how, just saying never say never.

Last I read, it was hard coded or something into the game that you COULDN'T do something like that.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Sep 21, 2008 09:55 AM    Msg. 985 of 1553       
Quote: --- Original message by: wesman
Quote: --- Original message by: OpsY
Quote: --- Original message by: HDoan
How about not possible?


How about Probably possible but still unknown. Yuo can do about anything you want with proper use of the dev tools and scripts. Just have to know how. And I'm not saying I know how, just saying never say never.

Last I read, it was hard coded or something into the game that you COULDN'T do something like that.


Think multiple permutations. With multiple permutations you don't need to have random bipeds, make it just seem like there are.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 21, 2008 10:02 AM    Msg. 986 of 1553       
the most it could be is random without your external apps that you like to use so much. rig the elite model to the spartan bones and compile that into the existing permutations. the animation will suck, and it will be at most random, but thats all you can do without those annoying applications


wesman
Joined: Mar 18, 2008

no your a freezer


Posted: Sep 21, 2008 10:03 AM    Msg. 987 of 1553       
Quote: --- Original message by: Dwood
Quote: --- Original message by: wesman
Quote: --- Original message by: OpsY
Quote: --- Original message by: HDoan
How about not possible?


How about Probably possible but still unknown. Yuo can do about anything you want with proper use of the dev tools and scripts. Just have to know how. And I'm not saying I know how, just saying never say never.

Last I read, it was hard coded or something into the game that you COULDN'T do something like that.


Think multiple permutations. With multiple permutations you don't need to have random bipeds, make it just seem like there are.

If you can get me a video of that working then ill beleive you.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 21, 2008 10:10 AM    Msg. 988 of 1553       
uhm.... whats not to believe? marines spawn with random faces. thats permutations. this is the same exact thing, except instead of faces, we are using a whole other model.
and to clear this up: there IS a script function to set a specific permutation for an object.
there IS a script function to determine what team an actor variant is on
there is NOT a script function to determine what team a PLAYER is on


Advancebo
Joined: Jan 14, 2008


Posted: Sep 21, 2008 10:10 AM    Msg. 989 of 1553       
Quote: --- Original message by: wesman
Quote: --- Original message by: Dwood
Quote: --- Original message by: wesman
Quote: --- Original message by: OpsY
Quote: --- Original message by: HDoan
How about not possible?


How about Probably possible but still unknown. Yuo can do about anything you want with proper use of the dev tools and scripts. Just have to know how. And I'm not saying I know how, just saying never say never.

Last I read, it was hard coded or something into the game that you COULDN'T do something like that.


Think multiple permutations. With multiple permutations you don't need to have random bipeds, make it just seem like there are.

If you can get me a video of that working then ill beleive you.


h3mt might be doing every spartan permutation, and then have it as a permutation in ce so it changes everytime someone spawns


jakallan3
Joined: Aug 8, 2008

Who ordered Marinizza with extra officer!


Posted: Sep 21, 2008 11:31 AM    Msg. 990 of 1553       
whens this thing gonna be done. where u gonna post it when ur done, and dont u all give me retarted mail cause i already know its gonna end up on halo maps.

and also, now that i think of it, i was looking at my user picture of the spirit. idea...

screw the phantoms and put spirts in because phantoms are hard to drive and land, sucky defenses, hard to menuver, yada yada. or put both phantoms and spirits in.
Edited by jakallan3 on Sep 21, 2008 at 11:37 AM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Sep 21, 2008 11:48 AM    Msg. 991 of 1553       
Quote: --- Original message by: Donut

there is NOT a script function to determine what team a PLAYER is on



But since teams spawn in different areas why not have one team's spawns hit with volume triggers that switch their permutations?

Wait.. I think i missed something... So it would be possible to just make it so team blue is elite and red MC's ?


Advancebo
Joined: Jan 14, 2008


Posted: Sep 21, 2008 11:53 AM    Msg. 992 of 1553       
Quote: --- Original message by: jakallan3

whens this thing gonna be done. where u gonna post it when ur done, and dont u all give me retarted mail cause i already know its gonna end up on halo maps.

and also, now that i think of it, i was looking at my user picture of the spirit. idea...

screw the phantoms and put spirts in because phantoms are hard to drive and land, sucky defenses, hard to menuver, yada yada. or put both phantoms and spirits in.
Edited by jakallan3 on Sep 21, 2008 at 11:37 AM


Grammar? Also spirit would drive the same as a phantom as they have the same physics. I like the phantom better because it has an interior, the spirit doesnt even have a driver cockpit. Also the spirit would be harder to setup as it doesnt have the required animations and other things.


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Sep 21, 2008 12:01 PM    Msg. 993 of 1553       
Quote: --- Original message by: Dhark
Quote: --- Original message by: Officer egg
Quote: --- Original message by: RougeSpartan414
Good job not paying any attention to Halo 2! Cortana says the Covenant weren't expecting Humans there. In Halo Wars they attacked Harvest on purpose, so they brang weapons they might actually need.

Exactly.

The Halo 2 scarab might have been a mining platform, and it may have been an assault platform. It is up for speculation.

Did you know there were two scarabs in new mombasa? One was taken down by chief, the other was eliminated by marine forces near the multiplayer map, turf.

:D

...and you see that very same scarab in that very same map.


you both do realise i havent even really played Halo 2....right? How can I pay attention to something I've only partly played? lol

I do not posses that knowledge, or at least I didn't.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 21, 2008 01:03 PM    Msg. 994 of 1553       
Quote: --- Original message by: Donut
uhm.... whats not to believe? marines spawn with random faces. thats permutations. this is the same exact thing, except instead of faces, we are using a whole other model.
and to clear this up: there IS a script function to set a specific permutation for an object.
there IS a script function to determine what team an actor variant is on
there is NOT a script function to determine what team a PLAYER is on

The only problem is that is really just different UV faces (sort of like colors) that would do that. I can see what you're saying though. It is probably possible, but at the same time very crappy. I'm positive the engine wasn't designed to replace entire models with each other, but who knows? I could be wrong.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Sep 21, 2008 03:00 PM    Msg. 995 of 1553       
Wasn't there a CMT map that had random biped permutations?


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Sep 21, 2008 03:10 PM    Msg. 996 of 1553       
Quote: --- Original message by: Officer egg
Wasn't there a CMT map that had random biped permutations?

CMT_Coagulation_CE switched between the regular Halo 1 Spartan (Shinier and such) and the CMT SPv1 Biped.


DEEhunter
Joined: Dec 16, 2006


Posted: Sep 21, 2008 03:15 PM    Msg. 997 of 1553       
Wm_combo


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 21, 2008 03:25 PM    Msg. 998 of 1553       
Quote: --- Original message by: Dwood
Quote: --- Original message by: Donut

there is NOT a script function to determine what team a PLAYER is on



But since teams spawn in different areas why not have one team's spawns hit with volume triggers that switch their permutations?

Wait.. I think i missed something... So it would be possible to just make it so team blue is elite and red MC's ?

because it wont know if the player has died yet, and someone else on the other team might hit the trigger and turn into an elite. now THAT wouldnt be good would it


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Sep 21, 2008 03:39 PM    Msg. 999 of 1553       
Can you say "exception?"


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Sep 21, 2008 03:56 PM    Msg. 1000 of 1553       
I think I've asked this before, but is there any chance of making the map slightly smaller, thus more playable? I think Extinction has alot of potential but the sheer scale of it makes it so irritating to play!


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Sep 21, 2008 04:38 PM    Msg. 1001 of 1553       
Quote: --- Original message by: Donut
Quote: --- Original message by: Dwood
Quote: --- Original message by: Donut

there is NOT a script function to determine what team a PLAYER is on



But since teams spawn in different areas why not have one team's spawns hit with volume triggers that switch their permutations?

Wait.. I think i missed something... So it would be possible to just make it so team blue is elite and red MC's ?

because it wont know if the player has died yet, and someone else on the other team might hit the trigger and turn into an elite. now THAT wouldnt be good would it


Actually, I would find it entertaining.

But still, You could have a spawn somewhere where no one can reach which holds the trigger volume and then (almost instantly) teleport the person to his/their spawn points.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 21, 2008 04:39 PM    Msg. 1002 of 1553       
I feel so defenseless when on the ground, this would be easier to avoid if you made it smaller too. Now, apart from scale, Extinction also has had the "Super Freaking Snipers" that are used for everything at PoA. This gives Covenant players no chance to fight back at all. It really bugs me when I'm flying in a Seraph for the 10th time only to be shot down for the 10th time. Can you look into that please?


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Sep 21, 2008 05:39 PM    Msg. 1003 of 1553       
1- wrong... super fast warthogs can be easily controlled... only noobs that can't drive a normal hog decently will flip everytime
2- people... grammer is not something to insult others with so play nice ^_^
3- for the record... the standard human sniper riffle[for this map] can and does take anything out whether it be flying or otherwise... as for the covie ones and the super human snipers... the trick to getting kills or not getting killed is all in the skill of the player...[in other words... the covie ones you have to fire just in front of your target to get the kill; to avoid the human snipers make like a drunk speeding taxi driver and you'll survive every time]
4- bipeds... this is still the halo engine... i've pushed and help push the boundaries of this engine to as far as possible[short of a complete system crash] and have found out that there are a lot of things that are possible including:
a- replacing a weapon's gbx model and collision geometry with a biped's [ie- my famous screaming grunt grenade]
b- making your biped a vehicle or weapon {ie- make your biped a gun wielding plasma nade}[this one is hard to pull off but very very entertaining]
c- changing your bipeds pending the team you are on[im not saying how to do this, i don't even suggest trying cause often times you end up causing your animations to precede your biped{ie- you run up to someone and press the melee key... they die but from a side view you see your body freeze, then appear where its supposed to be, performing the melee}]
d- cause a scripted explosion which fragments the bsp and not only causes everyone to die at random intervols but to cause a mass exception
Edited by Switchblade on Sep 21, 2008 at 05:53 PM


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Sep 21, 2008 06:15 PM    Msg. 1004 of 1553       
Sniper layout...

Covie base has around 4 beam rifles near the scarab...

Has about 4 more in the small camp on the cliff.

Humans have one sg14 on the base on top of the halcyon, and one anti-armor sniper rifle inside the hangar, underneath longsword.

You start the game with an S2 AM sniper rifle.

We need more covenant snipers...


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 21, 2008 07:11 PM    Msg. 1005 of 1553       
Quote: --- Original message by: Switchblade
4- bipeds... this is still the halo engine... i've pushed and help push the boundaries of this engine to as far as possible[short of a complete system crash] and have found out that there are a lot of things that are possible including:
c- changing your bipeds pending the team you are on[im not saying how to do this, i don't even suggest trying cause often times you end up causing your animations to precede your biped{ie- you run up to someone and press the melee key... they die but from a side view you see your body freeze, then appear where its supposed to be, performing the melee}]

you cant say how to do that because its impossible. just stop talking about it because if it could be done, zteam would have done it by now. dont forget that they are the ones that showed us backpack weapons


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Sep 21, 2008 07:18 PM    Msg. 1006 of 1553       
for the record... the kids who did the columbine thing, showed us backpack weapons...

back on subject... so are you still trying to put the bridge back in or are you going to make the crevace jumpable by any land vehicle egg?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 21, 2008 07:19 PM    Msg. 1007 of 1553       
... columbine? as in those guys who ran through that school shooting everyone?
im talking about halo. the first backpack weapon mod for halo was released by CAD who is in zteam


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Sep 21, 2008 08:14 PM    Msg. 1008 of 1553       
...

Brute ghosts are thrown out. they are laggy, they are glitchy.

These are your new ghosts. They will have modifications such as number of rounds increased before overheating, and fireing rate, and projectile speed.



Spirits will be added. Actually, i just added a few, and i'll see how they do. I'm going to make them a quick vehicle placed in startegic holds for escape and transport.

does anyone know how I can make it so that when i press Q the hatches on the sides open?


Advancebo
Joined: Jan 14, 2008


Posted: Sep 21, 2008 08:21 PM    Msg. 1009 of 1553       
scritping attached to an animation. unless u use jump or crouch. maybe attach it to the crouch, so as u land, it opens


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Sep 21, 2008 11:08 PM    Msg. 1010 of 1553       
1- egg there is a simple reason for the fact that the brute ghosts are glitchy(especially at normal speeds)... they were meant for a fast and easily meneuverable platform from which to pwn the scarab noobs in [in other words, ctrl makes you the ultimate speed and kill master]
2- how modifyed are the ghosts?[i hope they don't still glide through the air on command ^_^]
3- of course its awesome... btw... egg... have you tested to make sure these extra vehicles don't cause lag?


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 22, 2008 03:17 AM    Msg. 1011 of 1553       
Quote: --- Original message by: davidedpg10
can u modify the shots of the jet? can u plz make them kind of wht the needler does?
look for the target ? just wondering but if u dont like the idea is up to u

You're thinking of homing.

Doesn't that make them slightly overpowered?

Brute ghosts are out? Damn, I liked them XD


bobbysoon
Joined: Feb 1, 2007


Posted: Sep 22, 2008 02:01 PM    Msg. 1012 of 1553       
balance homing by making the missles do less damage


I started working on an eliteborg. Then I decided to do a jackal/maring instead, because they're the same size.
I has a theory for a reliably workable dual biped system, based on the backpack weapons system. It depends on what weapon a player is holding. I'm preferring that over the volume testing method because it seems more reliable. But... only one weapon pickup, when the player spawns. Players can't drop weapons, and no weapons out and about. So an isolated spawn room with choices of weapons. Player grabs a weapon and waits for the script. Player permutates and teleports to an appropriate location

I doubt you can permutate the first person arms, so that will happen in the animation (for example, the assault rifle is held with the marine arms, while the jackal arms are out of view)

as for the biped itself, the jackal and elite can't be rigged to the same nodes as the marine or cyborg. They're just too different, particularly the legs. So their pelvi are linked to a new root node. Which means new animations need to be made

[edit] problem in fp, with the flag & oddball...
Edited by bobbysoon on Sep 26, 2008 at 02:45 PM


Half Jaw
Joined: Apr 27, 2007

You did good, son. You did good.


Posted: Sep 22, 2008 02:19 PM    Msg. 1013 of 1553       
Cool.
I Might Start Mapping Soon :D.


jakallan3
Joined: Aug 8, 2008

Who ordered Marinizza with extra officer!


Posted: Sep 22, 2008 03:58 PM    Msg. 1014 of 1553       
Quote: --- Original message by: Officer egg
...



Spirits will be added. Actually, i just added a few, and i'll see how they do. I'm going to make them a quick vehicle placed in startegic holds for escape and transport.

does anyone know how I can make it so that when i press Q the hatches on the sides open?


YAY! MY IDEA WORKED!


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Sep 22, 2008 06:03 PM    Msg. 1015 of 1553       
I have a beta ready...I need my testers to test for lag. Get on xfire kthxbai.

 
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