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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Ascension Firefight beta feedback topic

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Author Topic: Ascension Firefight beta feedback topic (358 messages, Page 8 of 11)
Moderators: Dennis

Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Oct 28, 2009 09:07 PM    Msg. 246 of 358       
*Crosses arms and looks down approvingly*

Cool, a new beta


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Oct 28, 2009 09:11 PM    Msg. 247 of 358       
do you like the firefight sound at the beginning?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 28, 2009 09:16 PM    Msg. 248 of 358       
Yea. Wasn't filtered too bad. Refer to my list of crit. Get a HUD for Covenant weapons, as well.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Oct 28, 2009 09:47 PM    Msg. 249 of 358       
I kept going through the two weapons thinking... "wierd" and their damage is the same

It may have been just me but those weapon huds messed up spectacularly, all blurry.

The enemies sit around until you go get them

The rotators are just annoying, maybe you should just add them to the BSP and make them static, right now you can walk through and shoot through them, they just block your view

I don't have much more to say because...

Was with the marines (which was a little random when they suddenly appeared) and then:

Exception!


JLtheking
Joined: Mar 4, 2009

imma


Posted: Oct 30, 2009 04:20 AM    Msg. 250 of 358       
can you pls post it on halomaps or somewhere else?(anything but rapidshare) megaupload keeps saying "download limit exceeded" for me even though i have not downloaded anything from it for months (because of this reason)


SwordMa5ster
Joined: Jul 13, 2009

Come get some!!!


Posted: Oct 30, 2009 03:24 PM    Msg. 251 of 358       
Just finished playing the latest build and there have been alot of improvments there are just a few minor things really.

1) I would just use the socom pistol in the beginning theres really no need for two pistols.
2) A custom assault rifle would be nice. It isn't neccesary but if you have free time or someone helps then you can add it in.
3) If possible have dropships come and drop off enemies. This is also not completely neccesary but it would make it feel more like firefight.

The biggest fix really would probally be to use a different map. I like ascension but for a firefight map its pretty limited. Due to its layout and size its hard to add in enemy snipers. Also you and your allies end up getting stuck by the bridge. A bigger and more open map that would allow people to walk around would be better.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Oct 30, 2009 03:49 PM    Msg. 252 of 358       
ill finish this first, then ill learn recorded animations and try a firefight on a larger map. today i am fixing bugs and adding in the new lives scripts


OMGWTHBBQHAXZORZ XD
Joined: Aug 19, 2008


Posted: Oct 30, 2009 04:22 PM    Msg. 253 of 358       
Have you planned on what map to do your next map on? I would suggest autum slay. It's a nice looking large map which would look great. Although I would strongly advise that you make creative and solid revisements to your first map before you move on. Remember, you should gain experience before moving on too fast.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Oct 31, 2009 10:18 AM    Msg. 254 of 358       
i added the ai_magically_see_player command and i got the lives script in too, so now you get 7 lives, and the spanish odst's are back to normal. as for dropships, got any tutorials?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Oct 31, 2009 10:54 AM    Msg. 255 of 358       


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 1, 2009 12:56 PM    Msg. 256 of 358       
a few updates:

all weapons have proper hud now, including all plasma weapons.
all reticles are properly colored
all zooms fixed

you get 7 lives, when you normally die, you respawn back at starting point with a skull in your hand, just drop it or wait a few seconds and it will dissapear. your weapons you had when you died were deleted, and you start with the smg and magnum. thank you to S3anyBoy for helping me make the lives script.

replaced magnum socom that you unlock with battle rifle, and used a better assault rifle with
working ammo, ar and br are used under permission from onotix.

fixed spanish odsts
added the ai_magically_see player to all waves
made the firefight sound louder
removed optican.

things left to do now are to build a string list for all weapons and make the lives message more noticeable:


today i will try to finish everything, then next weekend i will work on waves again.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 1, 2009 01:06 PM    Msg. 257 of 358       
If you're using Broke's old BR, please tell me you aren't using a horrid scope.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 1, 2009 01:09 PM    Msg. 258 of 358       
ill get a pic of it if you want


Advancebo
Joined: Jan 14, 2008


Posted: Nov 1, 2009 01:10 PM    Msg. 259 of 358       
Please remove the unneeded skulls, points, and rounds bitmaps from the HUD. It gets in the way.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Nov 1, 2009 01:39 PM    Msg. 260 of 358       
quit downloading and ripping stuff without even editing it and putting it ingame,and use delta's elites there a lot more smexier.
Edited by Delicon20 on Nov 1, 2009 at 01:55 PM


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Nov 1, 2009 02:03 PM    Msg. 261 of 358       
I keep exceptioning whenever my in a heated battle. This however, only happens when my allies are on the map so in order to continue playing, I have to wait for them to be slaughtered.

has this been fixed yet?


Dark
Joined: Nov 10, 2008


Posted: Nov 1, 2009 02:04 PM    Msg. 262 of 358       
take my odst skin off the fp arms it looks like crap :\


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Nov 2, 2009 08:33 PM    Msg. 263 of 358       
do u guys no how to script firefight maps lol the script i use failed

(script startup sp1
(begin
(sleep_until (<= (ai_living_count wave2) 0))
(ai_place wave3)
)
)

well wave 2 only spawns when wave1 gets killed but that still means wave2 count is at 0 so wave3 spawns... u guys got any better scripts?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 2, 2009 08:42 PM    Msg. 264 of 358       

(script startup wave1
(sleep 120)
(if
(= real false)
(begin
(show_hud_help_text true)
(hud_set_help_text w1a)
(enable_hud_help_flash true)
(sleep 300)
(enable_hud_help_flash false)
(show_hud_help_text false)
(set w1 true)
(sleep 60)
(ai_place wave_1)
(unit_doesnt_drop_items (ai_actors wave_1))
(ai_magically_see_players wave_1)
(sleep_until (= (ai_living_count wave_1) 0) 15)
(show_hud_help_text true)
(hud_set_help_text w1d)
(enable_hud_help_flash true)
(set point_20 (+ point_20 1))
(set points (+ points 100))
(hud_set_timer_time 0 point_20)
(pause_hud_timer true)
(sleep 300)
(enable_hud_help_flash false)
(show_hud_help_text false)
(wake wave2)
)
)
)


First wave :P


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Nov 2, 2009 09:41 PM    Msg. 265 of 358       
alright a few things about that script.....

welll this is what i got when i tried to comply scripts

[script line 10] this is not a valid real number.: real false)
recompiling scripts after scenarios were merged.
[scripting line 9] this left perenthesis is unmatched.: (if


heres the script


(script startup sp1
(begin
(ai_allegiance "player" "human")
)
)

(script startup sp2
(sleep 120)
(if
(= real false)
(begin
(ai_place wave_1)
(unit_dosnt_drop_items (ai_actors wave_1))
(ai_magically_see_players wave_1)
(sleep_until (= (ai_living_Count wave_1) 0) 15)
(wake wave2)
)
)
)

(script startup sp3
(sleep 120)
(if
(= real false)
(begin
(ai_place wave_2)
(unit_dosnt_drop_items (ai_actors wave_2))
(ai_magically_see_players wave_2)
(sleep_until (= (ai_living_Count wave_2) 0) 15)
(wake wave3)
)
)
)


(note the script i gave was the entire thing) ill try to fix it but can someone provide an answer?
Edited by lolzar on Nov 2, 2009 at 09:58 PM


CorruptedHalo
Joined: May 18, 2009


Posted: Nov 2, 2009 09:43 PM    Msg. 266 of 358       
Quote: --- Original message by: Gamma927

(script startup wave1
(sleep 120)
(if
(= real false)
(begin
(show_hud_help_text true)
(hud_set_help_text w1a)
(enable_hud_help_flash true)
(sleep 300)
(enable_hud_help_flash false)
(show_hud_help_text false)
(set w1 true)
(sleep 60)
(ai_place wave_1)
(unit_doesnt_drop_items (ai_actors wave_1))
(ai_magically_see_players wave_1)
(sleep_until (= (ai_living_count wave_1) 0) 15)
(show_hud_help_text true)
(hud_set_help_text w1d)
(enable_hud_help_flash true)
(set point_20 (+ point_20 1))
(set points (+ points 100))
(hud_set_timer_time 0 point_20)
(pause_hud_timer true)
(sleep 300)
(enable_hud_help_flash false)
(show_hud_help_text false)
(wake wave2)
)
)
)


First wave :P

Ok, now give us the point scoring script C:


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 2, 2009 09:46 PM    Msg. 267 of 358       
It's in the chunk of text you quoted. Durp.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 2, 2009 10:33 PM    Msg. 268 of 358       
Do I now?


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Nov 3, 2009 07:17 PM    Msg. 269 of 358       
u still hasnt halped me D: lol take ur time


hjm65
Joined: Sep 7, 2009

Oyashiro-sama is going to get you


Posted: Nov 3, 2009 08:08 PM    Msg. 270 of 358       
Any new pics?


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 3, 2009 08:35 PM    Msg. 271 of 358       
working on a release trailer actually, and this weekend ill make a video walkthrough of waves 1-10


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 3, 2009 08:37 PM    Msg. 272 of 358       
Show the BR scope.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 3, 2009 08:40 PM    Msg. 273 of 358       
ok, the scope as in the blue part in fp, or when i zoom in?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 3, 2009 08:42 PM    Msg. 274 of 358       
FP.


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Nov 3, 2009 08:48 PM    Msg. 275 of 358       


i need to tweak the anchor to the br picture above the ammo meter a little more.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 3, 2009 08:52 PM    Msg. 276 of 358       
Fix shaders. It's extremely dark. I might as well release a scope fix for everyone who downloaded rips / ripped the BR, to make the scope look like this:



I'll ask and see if a certain someone minds me releasing the shader.


lolzar
Joined: Sep 10, 2009

sliceslicesliceslice :DDD


Posted: Nov 4, 2009 09:51 AM    Msg. 277 of 358       
i got that battle rifle but it's courupted dunno y


Dark Neon
Joined: Jun 8, 2009


Posted: Nov 4, 2009 10:02 AM    Msg. 278 of 358       
Whats with the ODST-ish Spartan FP arms... They look odd.
Edited by Dark Neon on Nov 4, 2009 at 10:07 AM


Advancebo
Joined: Jan 14, 2008


Posted: Nov 4, 2009 02:49 PM    Msg. 279 of 358       
Quote: --- Original message by: L0d3x
Does the HUD actually utilise the lives part in the top left corner? If not then you should reconsider using that HUD, or remove that part.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Nov 4, 2009 02:57 PM    Msg. 280 of 358       
Quote: --- Original message by: L0d3x
Does the HUD actually utilise the lives part in the top left corner? If not then you should reconsider using that HUD, or remove that part.


Protip: That's not a part of the hud.

 
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