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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Flood Carriers (Engineer)

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Author Topic: Flood Carriers (Engineer) (51 messages, Page 2 of 2)
Moderators: Dennis

CorruptedHalo
Joined: May 18, 2009


Posted: Oct 22, 2009 09:59 PM    Msg. 36 of 51       
Just curious, what does this thread have to do with flood carriers?


UnevenElefant5
Joined: May 3, 2008

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


Posted: Oct 22, 2009 10:22 PM    Msg. 37 of 51       
Quote: --- Original message by: Dratt
Quote: --- Original message by: Gamma927

Which is why he doesn't need to rip scripts C:

Edit: How CERipper prevent you from releasing your work if you're releasing the raw tag?
Edited by Gamma927 on Oct 22, 2009 at 07:04 PM


He doesn't know how... Only Zteam does.

Ripping scripts from maps you compile is easy, ripping it from maps you didn't compile is harder, and the formatting gets messed up.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Oct 23, 2009 05:01 AM    Msg. 38 of 51       
Quote: --- Original message by: lil_bankhead
Yes it true I work for the H3MCE and I tried to get the regenerator to work by adding a minus but it didn't work and it never did unless you have a script but I do know it possible with script tho... I almost finish with those script til I'm missing few line that I couldn't remember to add... once I get it to work I was ganna release it in 2010 til some idiot just made an HCE rippper allow to bypass protesting and now I can't release it...

does work, you just have to know how.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 23, 2009 02:44 PM    Msg. 39 of 51       
Quote: --- Original message by: Advancebo
Oh ok, thats impossible then.

Stop comming to asumptions.

(global short number 0)
(script static "unit" player
(unit (list_get (players) number))
)
(script continuous raisingshields
(if (and (objects_can_see_object {BIPED1} (player) 45) (objects_can_see_object {BIPED2} (player) 45))
(unit_set_current_vitality (player) (* (unit_get_health (player)) 75) (+ (* (unit_get_health (player)) 75) 1))
)
(if (= number 15) (set number 0) (set number (+ number 1)))
)
(script continuous backgroundstuff
(ai_attach {BIPED1} {AI-ENCOUNTER})
(ai_attach {BIPED2} {AI-ENCOUNTER})
(ai_attach {engineer} {AI-ENCOUNTER})
(ai_look_at_object {BIPED1} {BIPED2})
(ai_look_at_object {BIPED2} {BIPED1})
(objects_attach {engineer} "{biped1-attach-marker}" {biped1} "body")
(objects_attach {engineer} "{biped2-attach-marker}" {biped2} "body")
)

the { }'s you fill in your own info.
If the 2 invisible bipeds on the engineer's belly both see the player (so if hes between them since they are looking at eachother) it will then add 1 more shield than there was before.


Advancebo
Joined: Jan 14, 2008


Posted: Oct 23, 2009 04:14 PM    Msg. 40 of 51       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Advancebo
Oh ok, thats impossible then.

Stop comming to asumptions.

(global short number 0)
(script static "unit" player
(unit (list_get (players) number))
)
(script continuous raisingshields
(if (and (objects_can_see_object {BIPED1} (player) 45) (objects_can_see_object {BIPED2} (player) 45))
(unit_set_current_vitality (player) (* (unit_get_health (player)) 75) (+ (* (unit_get_health (player)) 75) 1))
)
(if (= number 15) (set number 0) (set number (+ number 1)))
)
(script continuous backgroundstuff
(ai_attach {BIPED1} {AI-ENCOUNTER})
(ai_attach {BIPED2} {AI-ENCOUNTER})
(ai_attach {engineer} {AI-ENCOUNTER})
(ai_look_at_object {BIPED1} {BIPED2})
(ai_look_at_object {BIPED2} {BIPED1})
(objects_attach {engineer} "{biped1-attach-marker}" {biped1} "body")
(objects_attach {engineer} "{biped2-attach-marker}" {biped2} "body")
)

the { }'s you fill in your own info.
If the 2 invisible bipeds on the engineer's belly both see the player (so if hes between them since they are looking at eachother) it will then add 1 more shield than there was before.


Does it give shields to biped at a radius around the engineer?
Does the biped lose the shields once the engineer goes out of range?
Well it regenerate shields from an engineer if its in range after taking damage?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 23, 2009 04:37 PM    Msg. 41 of 51       
no no and no.

Read the script :/


Advancebo
Joined: Jan 14, 2008


Posted: Oct 23, 2009 04:43 PM    Msg. 42 of 51       
Then its not accurate, is it?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Oct 23, 2009 05:40 PM    Msg. 43 of 51       
Quote: --- Original message by: Advancebo
Then its not accurate, is it?

The only thing the script does is make it so 2 things (2 bipeds in this case) look at a certain object. I don't get what you mean by, not accurate. The script isn't going to do anything when it comes to making the ai do stuff, or at least, what your saying.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 23, 2009 09:53 PM    Msg. 44 of 51       
Quote: --- Original message by: Higuy
Quote: --- Original message by: Advancebo
Then its not accurate, is it?

The only thing the script does is make it so 2 things (2 bipeds in this case) look at a certain object. I don't get what you mean by, not accurate. The script isn't going to do anything when it comes to making the ai do stuff, or at least, what your saying.


The script sets up a way to restore health to a player so Idk why you are all complaining.


CorruptedHalo
Joined: May 18, 2009


Posted: Oct 23, 2009 11:31 PM    Msg. 45 of 51       
Quote: --- Original message by: CorruptedHalo
Just curious, what does this thread have to do with flood carriers?


Advancebo
Joined: Jan 14, 2008


Posted: Oct 24, 2009 01:22 AM    Msg. 46 of 51       
Quote: --- Original message by: Dwood
Quote: --- Original message by: Higuy
Quote: --- Original message by: Advancebo
Then its not accurate, is it?

The only thing the script does is make it so 2 things (2 bipeds in this case) look at a certain object. I don't get what you mean by, not accurate. The script isn't going to do anything when it comes to making the ai do stuff, or at least, what your saying.


The script sets up a way to restore health to a player so Idk why you are all complaining.


Because, the engineer gives 2x shields, to every allied biped.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 24, 2009 11:26 PM    Msg. 47 of 51       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Advancebo
Oh ok, thats impossible then.

Stop comming to asumptions.

(global short number 0)
(script static "unit" player
(unit (list_get (players) number))
)
(script continuous raisingshields
(if (and (objects_can_see_object {BIPED1} (player) 45) (objects_can_see_object {BIPED2} (player) 45))
(unit_set_current_vitality (player) (* (unit_get_health (player)) 75) (+ (* (unit_get_health (player)) 75) 1))
)
(if (= number 15) (set number 0) (set number (+ number 1)))
)
(script continuous backgroundstuff
(ai_attach {BIPED1} {AI-ENCOUNTER})
(ai_attach {BIPED2} {AI-ENCOUNTER})
(ai_attach {engineer} {AI-ENCOUNTER})
(ai_look_at_object {BIPED1} {BIPED2})
(ai_look_at_object {BIPED2} {BIPED1})
(objects_attach {engineer} "{biped1-attach-marker}" {biped1} "body")
(objects_attach {engineer} "{biped2-attach-marker}" {biped2} "body")
)

the { }'s you fill in your own info.
If the 2 invisible bipeds on the engineer's belly both see the player (so if hes between them since they are looking at eachother) it will then add 1 more shield than there was before.


Does it give shields to biped at a radius around the engineer?
Does the biped lose the shields once the engineer goes out of range?
Well it regenerate shields from an engineer if its in range after taking damage?

it recharges the shields within the setups area.

no. that doesnt make sence.. your telling me that the halo games are setup that your systems fail mysteriously after hes out of range as if hes rigged you and is really trying to kill you by having it so your shields die when he leaves making you defenceless?.. really?.. that really makes engineers sound worthless lol.

it will recharge players within the setup range's shields.


Advancebo
Joined: Jan 14, 2008


Posted: Nov 7, 2009 09:02 PM    Msg. 48 of 51       
(global short number 0)
(script static "unit" player
(unit (list_get (players) number))
)
(script continuous raisingshields
(if (and (objects_can_see_object {BIPED1} (player) 45) (objects_can_see_object {BIPED2} (player) 45))
(unit_set_current_vitality (player) (* (unit_get_health (player)) 75) (+ (* (unit_get_health (player)) 75) 1))
)
(if (= number 15) (set number 0) (set number (+ number 1)))
)
(script continuous backgroundstuff
(ai_attach {BIPED1} {AI-ENCOUNTER})
(ai_attach {BIPED2} {AI-ENCOUNTER})
(ai_attach {engineer} {AI-ENCOUNTER})
(ai_look_at_object {BIPED1} {BIPED2})
(ai_look_at_object {BIPED2} {BIPED1})
(objects_attach {engineer} "{biped1-attach-marker}" {biped1} "body")
(objects_attach {engineer} "{biped2-attach-marker}" {biped2} "body")
)

the { }'s you fill in your own info.
If the 2 invisible bipeds on the engineer's belly both see the player (so if hes between them since they are looking at eachother) it will then add 1 more shield than there was before.


I bumped this.

spartin115
Joined: Sep 26, 2009


Posted: Nov 9, 2009 02:04 AM    Msg. 49 of 51       
Quote: --- Original message by: CorruptedHalo
Just curious, what does this thread have to do with flood carriers?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 9, 2009 06:37 PM    Msg. 50 of 51       
Was that really so important that it deserved a bump?


Codebrain
Joined: Sep 29, 2007

/meme


Posted: Nov 9, 2009 11:57 PM    Msg. 51 of 51       
Kirby, what Advancebo is asking for is a script oriented towards raising AI shields, not players.

 
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