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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Nazi Zombies (Gametype)

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Author Topic: Nazi Zombies (Gametype) (42 messages, Page 2 of 2)
Moderators: Dennis

RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Apr 19, 2009 03:56 PM    Msg. 36 of 42       
You can do it in about 60 years though.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Apr 19, 2009 03:58 PM    Msg. 37 of 42       
or you can ask Micro$oft nicely and pay them a lot of money.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Apr 19, 2009 04:38 PM    Msg. 38 of 42       
Or you could go to college and create a whole new engine for yourself.


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Apr 19, 2009 04:48 PM    Msg. 39 of 42       
Quote: --- Original message by: Newbkilla
Or you could go to college and create a whole new engine for yourself.


I vote for this one.

Basically, just go make a new engine if you want stuff in the Halo engine you cant have.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 19, 2009 04:56 PM    Msg. 40 of 42       
Quote: --- Original message by: TheTyrant

Sorry for the confusion but i some times call "Lines of Code" scripts, cause they are the same thing just about. Code & Scripts set,load and make stuff work. Code is for the stuff in the back ground like in game options,internet stuff,physics,particle system,defaults. So next time if you catch me say scripts and we are on topic about code, you will know why i said that. BTW i use figurative of speech a lot.


So nobody knows how to crack open the code for the xbox version & re-write it?


Lines of code =/= scripts. Scripts "script" game events. The lines of code determine the engine that the game runs on. You were right when you said the code determines game options, internet stuff, physics, particle systems, and stuff. However, scripts do none of that. The only thing scripts do are cause ingame events, such as cause AI to be placed in a SP map. An easier way to think of this, is to consider scripts as pre-written lists of devmode commands, because that's what they really are. Even figurative language doesn't link the two.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 19, 2009 05:49 PM    Msg. 41 of 42       
Quote: --- Original message by: TheTyrant
Quote: --- Original message by: Gamma927
Quote: --- Original message by: TheTyrant

Sorry for the confusion but i some times call "Lines of Code" scripts, cause they are the same thing just about. Code & Scripts set,load and make stuff work. Code is for the stuff in the back ground like in game options,internet stuff,physics,particle system,defaults. So next time if you catch me say scripts and we are on topic about code, you will know why i said that. BTW i use figurative of speech a lot.


So nobody knows how to crack open the code for the xbox version & re-write it?


Lines of code =/= scripts. Scripts "script" game events. The lines of code determine the engine that the game runs on. You were right when you said the code determines game options, internet stuff, physics, particle systems, and stuff. However, scripts do none of that. The only thing scripts do are cause ingame events, such as cause AI to be placed in a SP map. An easier way to think of this, is to consider scripts as pre-written lists of devmode commands, because that's what they really are. Even figurative language doesn't link the two.


I know that but scripts, they can adjust those things(not make them) and are for other things as well like game play A.I for SP etc(I think or is A.I part of the engine??).


Scripts do not adjust those things. Those things are tags, which you can adjust using Guerilla. Scripts are just lines of devmode commands. The AI control is passed to the engine, and the scripts only create the AI, or sometimes direct them to do specific tasks, like "look over here". However, those commands are usually used only in cutscenes. Ingame, when AI dive for cover, those aren't scripts that are causing it. That's the engine directing the AI to dive for cover. Basically, scripts only work if you type the command in before you make the map. So if I want the grunt to "look over here", I have to type the command into a script, compile it, and then compile the map. Then the grunt will look where I directed.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 19, 2009 07:23 PM    Msg. 42 of 42       
They connect "buttons" to doors, and stuff, but ingame, the AI move on their own, not due to scripts.

 
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