
Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 19, 2009 11:13 AM
Msg. 36 of 358
Test it out in sapien. Best way is to put a trigger volume over where you want it to land, wait for the vehicle to enter, vehicle_hover, and vehicle_unload.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 19, 2009 11:43 AM
Msg. 37 of 358
i dont really understand, i placed a trigger volume but i dont get any of the rest
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 19, 2009 12:10 PM
Msg. 38 of 358
1) Put a trigger volume 2) Sleep_until vehicle is in the trigger volume 3) vehicle_hover [VEHICLE] 4) vehicle_unload [VEHICLE] [SEATS] 5) Make the vehicle fly away.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 19, 2009 12:45 PM
Msg. 39 of 358
will this work if the vehicle moves by command lists?
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Aug 19, 2009 01:50 PM
Msg. 40 of 358
i beat the last wave without the banshee :)
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Aug 19, 2009 02:26 PM
Msg. 41 of 358
Yeah same here I tried with the banshee and there were just too many of them and I got shot down.
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WM Blade
Joined: Sep 27, 2008
WORT WORT WHAT???
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Posted: Aug 19, 2009 08:49 PM
Msg. 42 of 358
man, put more nades, with 2 frag isnīt fun, enough maybe, but not fun, and make a little smaller the electric spark in plasma nades Edited by WM Blade on Aug 19, 2009 at 08:49 PM
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Aug 20, 2009 06:14 AM
Msg. 43 of 358
I liked it, however it was way too easy to spawn camp the spawning enemies. For example I killed practically 4 waves using plasma grenades from the corpses of the last wave.
I got to Wave 8 with the Banshee and the Ranger Elites, it was insanely hard and with only two Ranger Elites left I died.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 22, 2009 04:02 PM
Msg. 44 of 358
update: i removed the collision model from the rotating thing and it worked out good, so now ai that walk on it will not get pushed through the map and your bullets will not hit thin air. i also found good replacement jackals and i made a sniper jackal with a beam rifle, but there is a problem, when the beam rifle overheats, it makes the jackal spew out tons of blood. i dont want to remove the overheat because the snipers are really tough and without it, they will rip you apart. if anyone knows how i can have the overheat without the blood everywhere, i would really appreciate it if they tell me.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 22, 2009 04:14 PM
Msg. 45 of 358
Switch out the overheat effect with the plasma rifle's, or something similar.
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Sgt Blaze
Joined: Mar 14, 2009
still actin' like Two-Bit from the Outsides....
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Posted: Aug 22, 2009 05:56 PM
Msg. 46 of 358
Quote: --- Original message by: Gamma927
-String list. "Picked up 1 round for the plasma grenades". What.
really now? I agree with Gamma.....and all I can said is WHAT THE FU....*BOOM* to the message it gives
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 22, 2009 06:05 PM
Msg. 47 of 358
that problem is fixed now, it says "picked up % plasma gernades" Edited by shadowslayer123 on Aug 22, 2009 at 06:05 PM
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Sgt Blaze
Joined: Mar 14, 2009
still actin' like Two-Bit from the Outsides....
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Posted: Aug 22, 2009 06:06 PM
Msg. 48 of 358
Quote: --- Original message by: shadowslayer123
that problem is fixed now, it says "picked up % plasma gernades" Edited by shadowslayer123 on Aug 22, 2009 at 06:05 PM uh.....ok.... I'LL BE IN THE FOOD COURT!
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 22, 2009 09:03 PM
Msg. 49 of 358
Um...what?
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Sgt Blaze
Joined: Mar 14, 2009
still actin' like Two-Bit from the Outsides....
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Posted: Aug 22, 2009 09:17 PM
Msg. 50 of 358
Quote: --- Original message by: Karrde Um...what? you haven't heard that sayin'? omg!
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 22, 2009 09:31 PM
Msg. 51 of 358
Quote: --- Original message by: Mr HatQuote: --- Original message by: Sgt BlazeQuote: --- Original message by: Karrde Um...what? you haven't heard that sayin'? omg! Get off the internet. I so laughed at that. Anyway, I'm downloading the map now, so I'll be back with my brutally honest review after I finish it.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 22, 2009 09:52 PM
Msg. 52 of 358
ok, ill prepare for your review by playing some halo
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 22, 2009 11:09 PM
Msg. 53 of 358
Right then.
I liked the SMG, but I ran out of ammo for it very quickly. Add some more ammo or something.
The Carbine was somewhat useful, but what was up with the sounds?
I really didn't understand the point of having two different plasma rifles.
The AI seemed a bit.....well, dumb. They just stood there. Only once or twice did I have an Elite or two come charging at me.
That rotating thing in the middle was extremely annoying. It was constantly in the way, and grenades stuck to it, so I wasted several grenades trying to bounce them off of it to hit enemies. I would just remove it, or make it a part of the bsp.
Because the AI never really moved much, the waves didn't really seem like they were any more difficult than the one before it, until I got to wave 10, at which point I was killed within 10 seconds by the over 9000 plasma-whoring ranger Elites.
Overall, it was ok, even though I really hated the "no dev" thing. Considering it was a beta, I'll give it a 7, and hope that it will be much improved at the time of the final release.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 22, 2009 11:18 PM
Msg. 54 of 358
thanks, here is some fixes i made Quote: --- Original message by: Karrde Right then.
I liked the SMG, but I ran out of ammo for it very quickly. Add some more ammo or something.
i will add more ammo for it in future builds, i gave it a new reticle too
The Carbine was somewhat useful, but what was up with the sounds?
i dont really know whats with the carbine, when it reloads, everything gets quiet except the reload sound
I really didn't understand the point of having two different plasma rifles.
i think i will swap out the plasma rifle for a better weapon, maybe a brute spiker
The AI seemed a bit.....well, dumb. They just stood there. Only once or twice did I have an Elite or two come charging at me.
i have good plans for the ai, in the current build, i replaced the crappy jackals with better looking ones
That rotating thing in the middle was extremely annoying. It was constantly in the way, and grenades stuck to it, so I wasted several grenades trying to bounce them off of it to hit enemies. I would just remove it, or make it a part of the bsp.
i removed its collision geometry, removing it completely would make the map feel empty, removing the geometry fixed numerous bugs too.
Because the AI never really moved much, the waves didn't really seem like they were any more difficult than the one before it, until I got to wave 10, at which point I was killed within 10 seconds by the over 9000 plasma-whoring ranger Elites.
in this beta, i made the final wave hard on purpose, in the final there will be a reduced number.
Overall, it was ok, even though I really hated the "no dev" thing. Considering it was a beta, I'll give it a 7, and hope that it will be much improved at the time of the final release.
thank you for your review, all of your concerns are being fixed. it might take some time before the final because i am working on it alone, with only the community for help. although, i can send you the current build with many improvements if you want, my xfire is shadowslayer195
that should cover everything, im off to bed. tomorrow is the last day of summer vacation for me Edited by shadowslayer123 on Aug 22, 2009 at 11:19 PMEdited by shadowslayer123 on Aug 22, 2009 at 11:20 PM
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 22, 2009 11:20 PM
Msg. 55 of 358
k
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CorruptedHalo
Joined: May 18, 2009
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Posted: Aug 22, 2009 11:30 PM
Msg. 56 of 358
I don't like how the weapons spawn in the same place. Mix it up a little. put the weapons in different places throughout the map, so people will have to move and rethink their strategy.
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SwordMa5ster
Joined: Jul 13, 2009
Come get some!!!
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Posted: Aug 23, 2009 12:22 AM
Msg. 57 of 358
You should make multiple spawning areas and maybe add jackal snipers.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 23, 2009 12:23 AM
Msg. 58 of 358
adding sniper jackals, what do you mean by multiple spawning areas?
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Auxor
Joined: Sep 5, 2008
Ever drunk Baileys out of a shoe?
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Posted: Aug 23, 2009 06:43 AM
Msg. 59 of 358
Quote: --- Original message by: shadowslayer123 adding sniper jackals, what do you mean by multiple spawning areas? He means the AI spawn in different places around the map, not just in the centre and the little overhang near it. Like the other towers and walkways.
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CorruptedHalo
Joined: May 18, 2009
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Posted: Aug 23, 2009 06:57 AM
Msg. 60 of 358
Ok, replayed it, and a weird sound file played and I died and got an exception. W T F ?
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stennett
Joined: Dec 4, 2008
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Posted: Aug 23, 2009 07:05 AM
Msg. 61 of 358
Quote: --- Original message by: AuxorQuote: --- Original message by: shadowslayer123 adding sniper jackals, what do you mean by multiple spawning areas? He means the AI spawn in different places around the map, not just in the centre and the little overhang near it. Like the other towers and walkways. i mentioned this to shadow before, though i have a better idea now. when you spawn, to your left, theres that walkway? yeah. you should have a group of grunts come charging down it at you. you should place sniper jackals on the towers, out of the cover so you can actually hit them. this would make you take cover while you think how you'd kill them (assuming that they're actually good) you should also put say, the 3rd weapon spawn somewhere else. this would mean that the player has more incentive to move around and not just spawn camp. you should also not place the ammo right next to the weapons, spread it out a bit so they move around even more. and maybe place a nav-point at the weapon spawn so you actually know where it is? those are just some points i thought up. :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 23, 2009 07:25 AM
Msg. 62 of 358
i can give you a spawning script that makes the player spawn in random areas like a multiplayer map. If you want it ill send it via xfire ("masterdandan") but not tonight... Im gonna have to get off my laptop soon D: but when i can ill give it to you...
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 23, 2009 09:53 AM
Msg. 63 of 358
this is a single player map, what you want to do is possible in single player right?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 23, 2009 09:58 AM
Msg. 64 of 358
He's giving you a script for a SP map, that SIMULATES a MP map.
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 23, 2009 11:12 AM
Msg. 65 of 358
thats cool, which also gives me a good idea: since the firefight is only going to get harder, i was wondering if it was possible for multiple lives, like if you die once, it respawns you in a different place using the script he is going to give me
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 23, 2009 11:13 AM
Msg. 66 of 358
The script he was going to give you doesn't cover respawns.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 23, 2009 11:30 AM
Msg. 67 of 358
I have a brilliant idea.
This map is certainly open enough. Instead of just having AI appear like magic in the center of the map, put a Covenant ship in the sky and have them come down a grav lift.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Aug 23, 2009 11:42 AM
Msg. 68 of 358
Quote: --- Original message by: Karrde This map is certainly open enough. Instead of just having AI appear like magic in the center of the map, put a Covenant ship in the sky and have them come down a grav lift. I support this idea. They did it in a50. Just examine their scripts, and see how they did it.
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Karrde
Joined: Jul 30, 2007
Power beyond containing
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Posted: Aug 23, 2009 11:46 AM
Msg. 69 of 358
Quote: --- Original message by: Gamma927Quote: --- Original message by: Karrde This map is certainly open enough. Instead of just having AI appear like magic in the center of the map, put a Covenant ship in the sky and have them come down a grav lift. I support this idea. They did it in a50. Just examine their scripts, and see how they did it. :D
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shadowslayer123
Joined: Feb 22, 2009
Not the american average
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Posted: Aug 23, 2009 12:17 PM
Msg. 70 of 358
i have the awsome covenant capital ship tags, time to examine scripts :), oh and karrde, did you like the build i gave you?
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