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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Questions, questions

Author Topic: Questions, questions (19 messages, Page 1 of 1)
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Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 2, 2009 06:57 PM    Msg. 1 of 19       
1. Is it possible to unwrap and skin a BSP? I know it's possible in Max, but does the game support it?

2. What exactly is the downside to a duel-wielding script?

3. My max keeps getting rid of all but one viewport... how do I get all 4 back?
Edited by Headhunter09 on May 2, 2009 at 07:01 PM


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: May 2, 2009 10:42 PM    Msg. 2 of 19       
2. http://hce.halomaps.org/index.cfm?fid=2873 Dual wielding script.
This is a script that simulates Halo 2 dual-weilding in halo custom edition

Here is how you use it:

* If you have a dual-weildable weapon out, and you are standing next to another dual-weildable weapon, you can either press zoom to dual it or action to swap.
* once you have the set, you can't switch weapons or enter vehicles until you drop the second dual by pressing action again.
* If you have a combo, you can stand on another dual-weapon and swap the second for the new second you are standing by.


Major Problems include (these are unavoidable)

* Once you have a dual, and you switch back to single, your ammo counts and grenade counts are reset to default (as if you jsut picked it up)
* when you drop the second gun, it dissapears.
* You can only pick up the second where they spawn
* when you die, you do not drop any weapons if you had a dual combo.
* Plasma pistol is un-dualable
(this is due to bungies use of BOTH triggers in one weapon, so when you fire it fires primary, but when you overcharge it automatically switches to secondary fire, thus not allowing a secondary gun.)

It at the moment DOES NOT SYNC ON MULTIPLAYER!! But feel free to try to make it, if you succeed i want to see how.

But that was 2 years ago, so if you manage a workaround, I'll hug you k?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 3, 2009 09:17 AM    Msg. 3 of 19       
thank you very much!

One more:

4. What are the purpose of widgets?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: May 3, 2009 10:02 AM    Msg. 4 of 19       
They're basically the same thing as attachments, except in widgets, you define in the widget tag where you want the widget to attach to.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 3, 2009 07:04 PM    Msg. 5 of 19       
heh, i know I should know how to fix this, but I don't.


05.03.09 19:02:02 sapien pc 01.00.00.0609 ----------------------------------------------
05.03.09 19:02:02 reference function: _write_to_error_file
05.03.09 19:02:02 reference address: 401b13
05.03.09 19:02:02 Couldn't read map file './sapienbeta.map'
05.03.09 19:02:02 CreateDevice succeeded with refresh rate = 0
05.03.09 19:02:02 Increasing sound decompression buffer size to 1048576 bytes
05.03.09 19:02:03 the meter definition ui\hud\cyborg shield does not specify a stencil bitmap group.
05.03.09 19:02:03 the meter definition ui\hud\cyborg body does not specify a stencil bitmap group.
05.03.09 19:02:03 WARNING: 1 clusters in structure_bsp levels\desert\desert have no background sound or sound environment.
05.03.09 19:02:03 EAX: 0xFFFFFFFE
05.03.09 19:02:03 EBX: 0x00000101
05.03.09 19:02:03 ECX: 0x0012E408
05.03.09 19:02:03 EDX: 0x000002CC
05.03.09 19:02:03 EDI: 0x0012E408
05.03.09 19:02:03 ESI: 0x00000000
05.03.09 19:02:03 EBP: 0x0012E2E0
05.03.09 19:02:03 ESP: 0x0012E2D0
05.03.09 19:02:03 EIP: 0x7C90E514, C3 8D A4 24 ?????
05.03.09 19:02:03 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)



I even overwrote all of the tags, and it still didn't load.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: May 3, 2009 07:31 PM    Msg. 6 of 19       
Check your monitor and tank tags.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 3, 2009 08:19 PM    Msg. 7 of 19       
I extracted everything from the map, and set it to overwrite. There should be no problems what so ever


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: May 4, 2009 09:16 PM    Msg. 8 of 19       
Actually, some tags become corrupt when extracted. Like the monitor and tank.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 8, 2009 07:03 PM    Msg. 9 of 19       
Another one:

Can plasma grenade explosion be made to deactivate things like teleporters, device_machines, garbage tags and vehicles?


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: May 8, 2009 07:06 PM    Msg. 10 of 19       
Well, it can technically deactivate vehicles if you use ones that break....


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 06:44 AM    Msg. 11 of 19       
Alright, scripting question:

how do I retrieve and store a players health. I want to wait until they are dead and then start checking a trigger volume. The only thing I can't seem to find is the command to retrieve their health. I scanned all of hs_doc, but didn't see anything. I know its there because sometimes Cortana remarks when you get on low health.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 9, 2009 09:57 AM    Msg. 12 of 19       
If this is a SP level, once the player is dead, the level reverts.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 09:59 AM    Msg. 13 of 19       
no its a multiplayer. I'm trying to recreate the effect where you spawn on the Elephant in Sandtrap.
Edited by Headhunter09 on May 9, 2009 at 09:59 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 9, 2009 10:05 AM    Msg. 14 of 19       
But you don't know what player is dead? I don't know if this will work, but:


(global short biped 0)

(script continuous increase_biped
(begin
(set biped (+ biped 1))
)
)

(script continuous reset_biped
(if
(= (> biped 15) true)
(begin
(set biped 0)
)
)
)

(script dormant trigvolume
(sleep_until (volume_test_objects tvol (players)) biped)
(some stuff)
)

(script startup death_and_beyond
(sleep_until (= (unit_get_health (unit (list_get (players) biped))) 0) biped)
(wake trigvolume)
)


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 10:23 AM    Msg. 15 of 19       
all i really wanted was the

(unit_get_health unit short)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 9, 2009 10:32 AM    Msg. 16 of 19       
unit_get_health doesn't require a short. It returns a short. So if you used that on someone, it would return either 1, 0, and maybe something in-between (I'll have to check on that)

If you want to check if the player is dead, you would use:

(= (unit_get_health (unit (list_get (players) 0))) 0)


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: May 9, 2009 08:49 PM    Msg. 17 of 19       
It's not possible to check for a player's death. It's because the (players) variable doesn't list dead players. The (players) variable reacts to a player's death the same as it reacts to a player quitting the game.

Take, for example, trying to test for player "2"s death. The moment player "2" dies, he is wiped off the list, and the other players move in to fill the gap in the list immediately. So, the player that was "3" becomes "2" the moment the previous "2" dies. In turn, the player that was "4" becomes "3", the player that was "5" becomes "4", etc. The whole list shifts to fill up the gap.

So, when the previous player "2" dies, the unit_get_health command doesn't return "0" because that player "2" is not on the list anymore. It doesn't return "-1" because now player "3" became "2". Instead, it returns the new player "2"s health, which could be anything.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 10, 2009 07:57 AM    Msg. 18 of 19       
what if there is one person on the list?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: May 10, 2009 11:25 AM    Msg. 19 of 19       
Quote: --- Original message by: Headhunter09
what if there is one person on the list?


Then yes you could check for his death, since the list would temporarily list no players at all when that one player dies. So "unit_get_health" would return "-1" for player "0" when he dies.

But that would defeat the purpose of multiplayer.

 

 
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