
Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 04:42 PM
Msg. 771 of 2373
I'm back in school on the 24th.
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Aug 13, 2009 04:44 PM
Msg. 772 of 2373
Quote: --- Original message by: Gamma927 Create a new encounter for every encounter that you wish to replace. And I want to make it so that once you get to wave 15, it unlocks it for the rest of the time. So if you restart the level, you'll be able to access the menu. so your saying that you made a new encounter for every wave? better if you made a new squad for each wave and only the replacement encounter should be a different one.... PS. Im back. >:D
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Aug 13, 2009 04:50 PM
Msg. 773 of 2373
gwa!
my internet was down for the last 2 weeks. Longest time since last year that iv'e signed in. D:
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 04:57 PM
Msg. 774 of 2373
Quote: --- Original message by: sierra117Quote: --- Original message by: Gamma927 Create a new encounter for every encounter that you wish to replace. And I want to make it so that once you get to wave 15, it unlocks it for the rest of the time. So if you restart the level, you'll be able to access the menu. so your saying that you made a new encounter for every wave? better if you made a new squad for each wave and only the replacement encounter should be a different one.... You can't do that for the way I want it. I want a different number of points awarded for each different wave, and each different wave has different spawn areas, different personalities.
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Aug 13, 2009 05:17 PM
Msg. 775 of 2373
^this. I dont see why squads wouldn't work. Im using squads for my zombie map. and my point work perfectly. All i got to get is a new bsp and to get my control panels to work. D: [ (=, (, etc. ) just dont want to work with me D: be glad that your not using control panels. to initiate stuff. and a menu instead. D:
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 13, 2009 05:26 PM
Msg. 776 of 2373
Quote: --- Original message by: Gamma927 Yea, well, when I asked five times for ideas, all of you happened to stay quiet. Ones that might be added so far:
-Slow Time -Random Explosions (explosions go off in random locations (hopefully)) I have some useless ideas for laughs. - Grunt Allegiance - Grunts turn against covenant and side with you. Somewhat useful. It's a distraction. - Flood Buddies - Flood come in and attack the covies. They're not allies though, they just focus on enemies. This one might be useful too. - Midgets Galore - All current enemies get shrunk half their size. - Spaz Attack - all current enemies go into spaz mode (a.k.a unit_set_seat to "flaming"). It's the same animations they play when they're stuck with a nade. But, picture that going on constantly. Without the nade. - Flame On - spawn all enemies with flamethrowers - Suicide Bombers - enemies randomly explode one by one at different intervals.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 05:32 PM
Msg. 777 of 2373
Because it's easier to exploit encounters. Quote: --- Original message by: Me KS - Flood Buddies - Flood come in and attack the covies. They're not allies though, they just focus on enemies. This one might be useful too.
- Midgets Galore - All current enemies get shrunk half their size.
- Spaz Attack - all current enemies go into spaz mode (a.k.a unit_set_seat to "flaming"). It's the same animations they play when they're stuck with a nade. But, picture that going on constantly. Without the nade.
Thanks for your ideas. The 3 that I singled out are ones that I'm going to pursue. Never mind, I got how to spawn just squads. However, I'm not going to. Why? With 1747 lines of unoptimized scripts, I don't want to re-write it for such a trivial thing. It's not worth it. Call me stubborn if you wish, but until you yourself create something on this scale, you'll realize why you need separate encounters. Edited by Gamma927 on Aug 13, 2009 at 05:54 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 06:03 PM
Msg. 778 of 2373
Each wave is designated by an encounter, instead of a squad for every encounter. I could do it by squad instead of by encounter, but for encounter, it's a simple matter of clicking "Duplicate", changing difficulty, AI, and name. It also makes it easier on my scripts. For example, I could just do (ai_actors [AI]) instead of (ai_actors AI]/[SQUAD]).
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Aug 13, 2009 06:39 PM
Msg. 779 of 2373
Quote: --- Original message by: l283023 Why do you need seperate encounters, when you have tons of grunts? It allows the freedom to set each wave's settings entirely different than the others. Not that it's needed in this map, but if you wanted to you could make one wave set to the flood team and the other covenant. You could make one wave respawn somewhat while the others don't. Etc. With each wave being a squad, all of those settings would have to be done through scripting for each wave. And besides, my unfinished SP map had 987 lines of scripting from scratch so far, and I can't imagine having to rewrite all of that. Same thing goes for him, except he's got 1747.... Edited by Me KS on Aug 13, 2009 at 06:39 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 09:42 PM
Msg. 780 of 2373
1551.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 09:45 PM
Msg. 781 of 2373
I've optimized the barricades scripts. Cut off 75 or so lines.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 13, 2009 10:24 PM
Msg. 782 of 2373
I AM on Modacity. I rarely post, so you probably won't find me :P
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 09:44 AM
Msg. 783 of 2373
I'll post when I'm further along / done.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 10:29 AM
Msg. 784 of 2373
Quote: --- Original message by: Me KS - Suicide Bombers - enemies randomly explode one by one at different intervals. Make a modified version of this, where enemies explode randomly apon death. Or you could try some of Halo 3's skulls as extras. For example: Black Eye: Restore your shields with melee attacks Tough Luck: Enemies always jump away from grenades Catch: Enemies basically spam you with grenades Fog: Your motion tracker disappears Tilt: All enemies' health is doubled Thunderstorm: All enemies spawn at a rank one level higher than normal Famine: All guns start with half the usual ammuntion Blind: Your HUD disappears Or, some of my ideas: All enemies are invisible. All enemies have Grunt voices. All spawned Marines have half health. All spawned Marines are now enemies. This song constantly plays: http://www.youtube.com/watch?v=nPG1QjaWkbk
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Aug 14, 2009 11:33 AM
Msg. 785 of 2373
Why would you spawn marines if they would be enemies?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 11:46 AM
Msg. 786 of 2373
Alright, so I've done some work over the last few hours, and I don't really remember what I changed. So I'll put it this way. L28, when you get back from vacation, expect a full beta.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 12:09 PM
Msg. 787 of 2373
I've completed all scripts for your pause menu, EXCEPT the Spartan III, because it exceptions for some reason. Error is:
08.14.09 09:06:27 EAX: 0x0012DB78 08.14.09 09:06:27 EBX: 0x00000001 08.14.09 09:06:27 ECX: 0x0E0C4A68 08.14.09 09:06:27 EDX: 0x00000000 08.14.09 09:06:27 EDI: 0x0012D560 08.14.09 09:06:27 ESI: 0x00000000 08.14.09 09:06:27 EBP: 0x0012D438 08.14.09 09:06:27 ESP: 0x0012D428 08.14.09 09:06:27 EIP: 0x76F56524, C3 8D A4 24 ????? 08.14.09 09:06:28 EXCEPTION halt in \halopc\haloce\source\rasterizer\dx9\rasterizer_dx9_models.c,#2632: shader->base.type==_shader_type_model
Where are shaders for camouflage specified?
And the sniper in the beta I'm sending you is a placeholder until Broke animates aklass' sniper.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 12:11 PM
Msg. 788 of 2373
What?
Where is my cake?
>:(
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 12:14 PM
Msg. 789 of 2373
Camouflage. That's what sets Spartan IIIs aparts from Spartan IIs.
I'll keep him visible for the beta I'm sending you unless I fix the problem. Edited by Gamma927 on Aug 14, 2009 at 12:15 PM
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 12:15 PM
Msg. 790 of 2373
Plus the fact that they do not have shields.
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Aug 14, 2009 12:18 PM
Msg. 791 of 2373
So at what point in time may we procure this beta?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 12:23 PM
Msg. 792 of 2373
Very private betas as of now. I don't know whether I'm giving out public betas just yet.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 12:25 PM
Msg. 793 of 2373
Keep them private.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 12:30 PM
Msg. 794 of 2373
They won't see them, UNLESS I script them to. And what tag would I open to find the script name for the SIII? The one you gave me doesn't work :C
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 12:32 PM
Msg. 795 of 2373
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 12:48 PM
Msg. 796 of 2373
The last compilation of the map (15 seconds ago) says that we have 2.30M free for tags. So if you want it, convert it, send it to me, and if it doesn't burn out the tagspace that I have left and don't have anything to use it for, I'll add it in.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 01:10 PM
Msg. 797 of 2373
Yeah, I'm stupid like that.
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Buggy Virus
Joined: Aug 11, 2009
Tastes like happiness
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Posted: Aug 14, 2009 01:15 PM
Msg. 798 of 2373
Quote: --- Original message by: Gamma927 Very private betas as of now. I don't know whether I'm giving out public betas just yet. Could I perhaps procure one of those, as you said, very private demos, I promise I won't tell anyone!
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 01:40 PM
Msg. 799 of 2373
http://www.xfire.com/video/1107b9/I hope we won't have problems with people complaining that Spartan IIIs aren't worth the money. Edited by Gamma927 on Aug 14, 2009 at 05:56 PM
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 02:22 PM
Msg. 800 of 2373
Why does it have shields? and where is the camo >:V
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 02:42 PM
Msg. 801 of 2373
Do you not read?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 02:58 PM
Msg. 802 of 2373
I meant where the tag is referenced :C
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Advancebo
Joined: Jan 14, 2008
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Posted: Aug 14, 2009 02:58 PM
Msg. 803 of 2373
Or just make the actors invisible.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 14, 2009 02:59 PM
Msg. 804 of 2373
That's what I did. At first, I just checked "Active Camouflage", but it exceptioned. Then, I set it to "Super Active Camouflage" as well, but it still doesn't work.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 14, 2009 03:42 PM
Msg. 805 of 2373
Quote: --- Original message by: Karrde Why does it have shields? and where is the camo >:V
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