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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »CE 2.5D {WIP}

Author Topic: CE 2.5D {WIP} (9 messages, Page 1 of 1)
Moderators: Dennis

SonicXtr3me
Joined: Jan 13, 2008

"Wake me when you need me"


Posted: Dec 15, 2008 10:33 PM    Msg. 1 of 9       
After posting on Modacity about this concept , the thread was eventually closed by me due to ranting on the 3rd page , after the concept was talked about alot and alot of people helped out with us coming up with it , today i hope to show you and hopefully get some smart peoples help on finishing this concept.

http://www.youtube.com/watch?v=aOX3qpbW5U0

This is but the tip of the iceburg when it comes to creating new content that keeps CE flowing and alive , that and the fact that even though its only being developed for the Sonic mod at the moment , we do intend to share the information with everyone obviously like our tags to help everyone learn and expand.

The problem we have is we cannot get the AI to follow the character , the camera tracks the character well enough , but it does not follow it , if we can get that done , then CE 2.5D will be complete.


DEEhunter
Joined: Dec 16, 2006


Posted: Dec 15, 2008 10:48 PM    Msg. 2 of 9       
You have it the cinematic script but didn't use the camera control.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 15, 2008 10:58 PM    Msg. 3 of 9       
Quote: --- Original message by: DEEhunter
You have it the cinematic script but didn't use the camera control.

(script continuous cam
(camera_control 1)
(ai_attach camped camai)
(camera_set_first_person camped)
(ai_look_at_object camped (unit (list_get (players) 0)))
(ai_follow_target_unit camai (unit (list_get (players) 0)))
(sleep 5)
)
Nope, you can see (camera_control 1) and if I use camera_control 0, it just makes it FP to the acual player instead.

also, my AI's are being lazy (thats acualy the problem right here.. lol)... ill fix em later (but why arnt the darn buggers moving as I command...), but im watching anime while responding and talking to sonicXtreme


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 15, 2008 11:31 PM    Msg. 4 of 9       
Quote: --- Original message by: Ki11a_FTW
The AI will only follow the player with firing positions, and multiple squads.

you've never seen my blood thirsty AI then lol
http://hce.halomaps.org/index.cfm?fid=3157

they will hunt you out.. (also, hit flashlight.. your fused murderous AI will hunt them out aswell)


CLS_GRUNT
Joined: Jan 21, 2007

Old


Posted: Dec 15, 2008 11:55 PM    Msg. 5 of 9       
That reminded me so much of mario 64.


cowish6676
Joined: Aug 9, 2008


Posted: Dec 16, 2008 01:17 AM    Msg. 6 of 9       
Couldn't you just put invisible walls in every map you use to force the character along a path?


Advancebo
Joined: Jan 14, 2008


Posted: Dec 16, 2008 08:23 AM    Msg. 7 of 9       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: DEEhunter
You have it the cinematic script but didn't use the camera control.

(script continuous cam
(camera_control 1)
(ai_attach camped camai)
(camera_set_first_person camped)
(ai_look_at_object camped (unit (list_get (players) 0)))
(ai_follow_target_unit camai (unit (list_get (players) 0)))
(sleep 5)
)
Nope, you can see (camera_control 1) and if I use camera_control 0, it just makes it FP to the acual player instead.

also, my AI's are being lazy (thats acualy the problem right here.. lol)... ill fix em later (but why arnt the darn buggers moving as I command...), but im watching anime while responding and talking to sonicXtreme


Will this work with multiple players? I wish to use a similar to script for a paper mario style, but when you press flashlight, it goes to camera control 0, and stays in fp for about 30 seconds until it reverts back to a 3rd person cam


SonicXtr3me
Joined: Jan 13, 2008

"Wake me when you need me"


Posted: Dec 16, 2008 11:37 AM    Msg. 8 of 9       
We are trying mutliple things at the moment Advance , first off we are trying to finish off the workings of the 2D system , after thats inplace we hope to expand into other parts like camera transitions from 2D to 3D , this was brought up in a meeting that myself , Kirby and the1 had last night when the1 said that it would be cool to switch planes similar to the latest Sonic game , so from 2D to 3D , so if we manage to pull anything off, be sure that we`ll let you know.


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 16, 2008 01:50 PM    Msg. 9 of 9       
We needs a new script command, (local_player_unit) or something. I bet it's on Korn's to-do list. I just don't see how it's possible, otherwise, to have the camera move with the local player.

Not sure I mentioned this in your modacity thread before you locked it, the site's down atm, but if the map were cylindrical, with the camera in the center and zoomed in, I think that would work nicely. Keeping the player facing perpendicular to the viewing angle would then be the new problem XD
[ed] i err'd, i did mention it. Sry bout the parapost D:
Edited by bobbysoon on Dec 16, 2008 at 01:54 PM

 

 
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