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Author Topic: (Working title) A30 improvment mod (112 messages, Page 2 of 4)
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Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 3, 2010 02:26 AM    Msg. 36 of 112       
also just a thought to help with scenery keller.

look at this tree http://hce.halomaps.org/index.cfm?fid=3784


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 03:21 AM    Msg. 37 of 112       
Quote: --- Original message by: Hydrogen
also just a thought to help with scenery keller.

look at this tree http://hce.halomaps.org/index.cfm?fid=3784


looks like the cliffhanger trees I'ev seen in SPV2


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 3, 2010 07:02 AM    Msg. 38 of 112       
as far as I know, you cant make the sky, change depending on the portal, that you are in. But it is possible to make the sky change, depending on what BSP the player is currently in. :)


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 07:14 AM    Msg. 39 of 112       
Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: L0d3x
The selected theme goes against everything this level was and should be. Not only does selecting a rainy environment obscure your view, it also detracts attention away from all these great things that really should be seen.

I... kinda see your point there. It's okay on the first half of the level (before the cave) since there arent many forerunner structures and you've just suffered the loss of the entire drop-pod's marines and need to explore around to "get to higher ground".
but later I think the original sky would be better....

Hey, is it possible to have it so when you enter cave it's still rainy, but when you exit the rain has cleared? That would be good.

also, maybe make the beginning Splaser exclusive to easy (put it somewhere else maybe, like 343)


It is true but like I said tags are limited and I don't have much to work with, and plus I'm unsure if I'll even release a final version, probably just leave the beta and let someone else finish it that can satisfy the needs of the general public


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 07:30 AM    Msg. 40 of 112       
Quote: --- Original message by: IcePhoenix
does tags being limitted affect where you can put rain and whether or not you can put an extra splaser somewhere?

No, but I mean about the textures and such, all I have is the grass textures and I'll be removing the Spartan Laser as I do not plan on doing any other levels as this one appears to be a big fail as said by L0d3x and a few on Xfire


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 07:49 AM    Msg. 41 of 112       
Quote: --- Original message by: IcePhoenix
.... k.

btw I'm fairly sure a player will have difficulty taking down 2 shees with the H3/SPv2 Pistol.
Oh wait, the new AR rules.


That's why I put the Spartan Laser there


Tuaha
Joined: Aug 1, 2008


Posted: Apr 3, 2010 07:57 AM    Msg. 42 of 112       
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: IcePhoenix
does tags being limitted affect where you can put rain and whether or not you can put an extra splaser somewhere?

No, but I mean about the textures and such, all I have is the grass textures and I'll be removing the Spartan Laser as I do not plan on doing any other levels as this one appears to be a big fail as said by L0d3x and a few on Xfire


Instead of removing it, you could put it somewhere else where the Laser is most needed. Or you could make it have less damage on things.

Anyway I played it and it wasn't bad, though here are the bugs I've seen so far (in Normal difficulty) :


  • One guass projectile can destroy a Dropship

  • Flashlight, when turned on, goes crazy and moves around the whole screen, and it also occasionally changes colour

  • Particles of the Dropship after destroying it appear boxy

  • Brutes are a little too overpowered

  • After killing an Elite in a Ghost, you cannot enter it

  • The Guass' reticule needs to be a tad more accurate, as its projectiles go beyond the aim


  • I think that's about it. Hope to see these bugs fixed in the final/next version. :)


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Apr 3, 2010 07:58 AM    Msg. 43 of 112       
It'd be nice if you made a custom HUD instead of using CMT's.


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 08:03 AM    Msg. 44 of 112       
Quote: --- Original message by: Tuaha
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: IcePhoenix
does tags being limitted affect where you can put rain and whether or not you can put an extra splaser somewhere?

No, but I mean about the textures and such, all I have is the grass textures and I'll be removing the Spartan Laser as I do not plan on doing any other levels as this one appears to be a big fail as said by L0d3x and a few on Xfire


Instead of removing it, you could put it somewhere else where the Laser is most needed. Or you could make it have less damage on things.

Anyway I played it and it wasn't bad, though here are the bugs I've seen so far (in Normal difficulty) :


  • One guass projectile can destroy a Dropship

  • Flashlight, when turned on, goes crazy and moves around the whole screen, and it also occasionally changes colour

  • Particles of the Dropship after destroying it appear boxy

  • Brutes are a little too overpowered

  • After killing an Elite in a Ghost, you cannot enter it

  • The Guass' reticule needs to be a tad more accurate, as its projectiles go beyond the aim


  • I think that's about it. Hope to see these bugs fixed in the final/next version. :)


1. It's an anit-aircraft guass warthog
2. I dunno what is causing that
3. It's the textures CMT didn't properly apply alpha's
4. I plan to depower them
5. It in the script here is what does it (unit_set_enterable_by_player ghost_1 false )
5. That is not fixable by me as I dunno how to do error in projectiles and I'm not doing a new reticle too much work.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 3, 2010 08:38 AM    Msg. 45 of 112       
Quote: --- Original message by: L0d3x
Quote: --- Original message by: sierra117
as far as I know, you cant make the sky, change depending on the portal, that you are in. But it is possible to make the sky change, depending on what BSP the player is currently in. :)


Though I didn't elaborate, that is what I meant

Yeah, you would need another bsp anyway for lightmaps of the other sky and to stop the rain.


Tuaha
Joined: Aug 1, 2008


Posted: Apr 3, 2010 09:39 AM    Msg. 46 of 112       
Quote: 1. It's an anit-aircraft guass warthog


Perhaps make the projectile slower, since it is a special type of a Guass Cannon? (to balance out the gameplay)


deadlyfighter1000
Joined: Jan 11, 2009

Constantly a threat.


Posted: Apr 3, 2010 10:18 AM    Msg. 47 of 112       
This map is great. Also do you have links to your other maps?


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Apr 3, 2010 10:22 AM    Msg. 48 of 112       
Quote: --- Original message by: ODX

Yeah, it worked now...OH I SEE BEFOREHAND I WAS JUST DOING A SHORTCUT >_>

Alright, gotta finish the grenade, make a freakin' proper idle, make some overlays, and then compile, shove into Magnum tags from map, .rar, upload, thread, release.

...I hope.

Edit: If you didn't see, I had edited my post with that origin and updated it with the retail skin as well as put in a sphere since someone asked me if it really was pointing well enough to the center


Edited by ODX on Apr 2, 2010 at 10:47 PM


could i have that FP model? pleaseeeeee?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Apr 3, 2010 10:39 AM    Msg. 49 of 112       
Quote: --- Original message by: deadlyfighter1000
This map is great. Also do you have links to your other maps?



keyes and truth and reconciliation are both implayable as they always exception when you go into the cruisers

but b40 is really fun imo


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 10:40 AM    Msg. 50 of 112       
Quote: --- Original message by: Delicon20
Quote: --- Original message by: deadlyfighter1000
This map is great. Also do you have links to your other maps?



keyes and truth and reconciliation are both implayable as they always exception when you go into the cruisers

but b40 is really fun imo


They exception because of the brutes, I didn't notice it till I remade the a50 mod


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Apr 3, 2010 10:43 AM    Msg. 51 of 112       
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: Delicon20
Quote: --- Original message by: deadlyfighter1000
This map is great. Also do you have links to your other maps?



keyes and truth and reconciliation are both implayable as they always exception when you go into the cruisers

but b40 is really fun imo


They exception because of the brutes, I didn't notice it till I remade the a50 mod



speaking of which, you've got them working good now right, because I have a ton of brutes of all different ranks that work perfectly, so if you can't put a lot in because they don't work properly, ...yeah


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 10:44 AM    Msg. 52 of 112       
Quote: --- Original message by: Delicon20
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: Delicon20
Quote: --- Original message by: deadlyfighter1000
This map is great. Also do you have links to your other maps?



keyes and truth and reconciliation are both implayable as they always exception when you go into the cruisers

but b40 is really fun imo


They exception because of the brutes, I didn't notice it till I remade the a50 mod



speaking of which, you've got them working good now right, because I have a ton of brutes of all different ranks that work perfectly, so if you can't put a lot in because they don't work properly, ...yeah


It's because the map tries to spawn the elites with special animations but I replaced them with brutes so the game gets confused and can't play the animation causing it to hang up


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Apr 3, 2010 10:49 AM    Msg. 53 of 112       
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: Delicon20
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: Delicon20
Quote: --- Original message by: deadlyfighter1000
This map is great. Also do you have links to your other maps?



keyes and truth and reconciliation are both implayable as they always exception when you go into the cruisers

but b40 is really fun imo


They exception because of the brutes, I didn't notice it till I remade the a50 mod



speaking of which, you've got them working good now right, because I have a ton of brutes of all different ranks that work perfectly, so if you can't put a lot in because they don't work properly, ...yeah


It's because the map tries to spawn the elites with special animations but I replaced them with brutes so the game gets confused and can't play the animation causing it to hang up



is that why you had to create custom scripts?

btw, cant you just copy the scripts that spawn the original encounters and paste them with the new encounters?


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 10:51 AM    Msg. 54 of 112       
No that would be impossible you'll need to make a new squad cause only one AI type is allowed per squad so unless the script spawns the whole encounter that won't work but if it does then yes
Edited by forrestkeller1 on Apr 3, 2010 at 10:51 AM


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Apr 3, 2010 11:18 AM    Msg. 55 of 112       
Are there going to be more dropships animated and scripted in? I think it would be cool if a dropship or maybe banshees flew over you, trying to kill you while you were in the first warthog you get in the level.

I tried to do that on some single player levels but my custom animations for the dropships (and pretty much everything) were extremely jumpy. It's like they teleported from frame 1-100, then back. Does anyone know how to solve this problem?

Edited by shadowce9 on Apr 3, 2010 at 11:18 AM


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 11:24 AM    Msg. 56 of 112       
Quote: --- Original message by: shadowce9

Are there going to be more dropships animated and scripted in? I think it would be cool if a dropship or maybe banshees flew over you, trying to kill you while you were in the first warthog you get in the level.

I tried to do that on some single player levels but my custom animations for the dropships (and pretty much everything) were extremely jumpy. It's like they teleported from frame 1-100, then back. Does anyone know how to solve this problem?

Edited by shadowce9 on Apr 3, 2010 at 11:18 AM


Yes I have tried, but the custom animations is the problem, I can't animate worth crap so yeah


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Apr 3, 2010 11:28 AM    Msg. 57 of 112       
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: shadowce9

Are there going to be more dropships animated and scripted in? I think it would be cool if a dropship or maybe banshees flew over you, trying to kill you while you were in the first warthog you get in the level.

I tried to do that on some single player levels but my custom animations for the dropships (and pretty much everything) were extremely jumpy. It's like they teleported from frame 1-100, then back. Does anyone know how to solve this problem?

Edited by shadowce9 on Apr 3, 2010 at 11:18 AM


Yes I have tried, but the custom animations is the problem, I can't animate worth crap so yeah



you could find an angle where if you use one of the original anims, it would make it to the ground


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Apr 3, 2010 11:44 AM    Msg. 58 of 112       
Quote: --- Original message by: abkarch
could i have that FP model? pleaseeeeee?
I dunno, could you have it?

I suppose you could if I were to give it to you, but I'm sure you can find it elsewhere...

Edit: Screw it I'm feeling generous
http://hce.halomaps.org/index.cfm?fid=4749

That one uses Hayabusa's crappy animations, and the skin is not very good. What you see on mine is still the Halo 3 Beta magnum, I just slapped on the retail skin and the normal because I can. No, you can't have those yet.
Edited by ODX on Apr 3, 2010 at 11:45 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 3, 2010 11:44 AM    Msg. 59 of 112       
Quote: --- Original message by: forrestkeller1

No that would be impossible you'll need to make a new squad cause only one AI type is allowed per squad so unless the script spawns the whole encounter that won't work but if it does then yes

No. Set each individual starting position to spawn a different actor if you so wish.


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 11:45 AM    Msg. 60 of 112       
Quote: --- Original message by: ODX
Quote: --- Original message by: abkarch
could i have that FP model? pleaseeeeee?
I dunno, could you have it?

I suppose you could if I were to give it to you, but I'm sure you can find it elsewhere...


I highly doubt they would be elsewhere, I found some on haloceripper's blogspot but lost them so I'm currently looking for them again since the website got brought down

Quote: --- Original message by: Gamma927
Quote: --- Original message by: forrestkeller1

No that would be impossible you'll need to make a new squad cause only one AI type is allowed per squad so unless the script spawns the whole encounter that won't work but if it does then yes

No. Set each individual starting position to spawn a different actor if you so wish.


You're wrong that only works with mp, it's different in sp if you do that then it won't work the spawn will still be a elite or something
Edited by forrestkeller1 on Apr 3, 2010 at 11:46 AM


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Apr 3, 2010 11:47 AM    Msg. 61 of 112       
From my post above...wow you like, replied as soon as I made that post and then I edited this in while you were typing hehe.

Quote: --- Original message by: ODX
Edit: Screw it I'm feeling generous
http://hce.halomaps.org/index.cfm?fid=4749

That one uses Hayabusa's crappy animations, and the skin is not very good. What you see on mine is still the Halo 3 Beta magnum, I just slapped on the retail skin and the normal because I can. No, you can't have those yet.
Edited by ODX on Apr 3, 2010 at 11:45 AM


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 11:49 AM    Msg. 62 of 112       
Quote: --- Original message by: ODX
From my post above...wow you like, replied as soon as I made that post and then I edited this in while you were typing hehe.

Quote: --- Original message by: ODX
Edit: Screw it I'm feeling generous
http://hce.halomaps.org/index.cfm?fid=4749

That one uses Hayabusa's crappy animations, and the skin is not very good. What you see on mine is still the Halo 3 Beta magnum, I just slapped on the retail skin and the normal because I can. No, you can't have those yet.
Edited by ODX on Apr 3, 2010 at 11:45 AM


I've used those already and generally I don't like them


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Apr 3, 2010 11:54 AM    Msg. 63 of 112       
I was just linking to the model, not suggesting you use that crap.

I'm uploading the animations right now (going to take an hour or so) as well as putting the animations in-game to check them out for myself. I'll do a little release of the animations with the model and tags and all that soon, and then later with some collaboration from Spartan_094 I'll see about uploading them to Halomaps with the retail assets.


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 11:55 AM    Msg. 64 of 112       
Quote: --- Original message by: ODX
I was just linking to the model, not suggesting you use that crap.

I'm uploading the animations right now (going to take an hour or so) as well as putting the animations in-game to check them out for myself. I'll do a little release of the animations with the model and tags and all that soon, and then later with some collaboration from Spartan_094 I'll see about uploading them to Halomaps with the retail assets.


Alright


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 3, 2010 11:56 AM    Msg. 65 of 112       
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: Gamma927
Quote: --- Original message by: forrestkeller1

No that would be impossible you'll need to make a new squad cause only one AI type is allowed per squad so unless the script spawns the whole encounter that won't work but if it does then yes

No. Set each individual starting position to spawn a different actor if you so wish.


You're wrong that only works with mp, it's different in sp if you do that then it won't work the spawn will still be a elite or something

Hardly. I've made many SP maps in the course of the past two years, and changing the actor specified in the starting position has ALWAYS made a difference. How then, do you think I added weapon variance in my MP conversion for SP?


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 11:58 AM    Msg. 66 of 112       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: forrestkeller1
Quote: --- Original message by: Gamma927
Quote: --- Original message by: forrestkeller1

No that would be impossible you'll need to make a new squad cause only one AI type is allowed per squad so unless the script spawns the whole encounter that won't work but if it does then yes

No. Set each individual starting position to spawn a different actor if you so wish.


You're wrong that only works with mp, it's different in sp if you do that then it won't work the spawn will still be a elite or something

Hardly. I've made many SP maps in the course of the past two years, and changing the actor specified in the starting position has ALWAYS made a difference. How then, do you think I added weapon variance in my MP conversion for SP?


I've tried many times in the past on the original Campaign and they don't seem to work, and working with SP maps for over 5 years it seems alot better to add a different squad since it's more organized so I don't have to search through like a 100 squads and starting locations


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 3, 2010 12:02 PM    Msg. 67 of 112       
I can ensure that they do indeed work. The original Campaign itself uses the starting position to change the actor. Check a30, which I believe you're modding. The encounter titled 'mid_rubble_2', which has a squad named 'jackal'. However, one of the starting positions contains an elite.

If it were to only work for MP, then why would Bungie add a box to change the starting position when they don't have any maps with AI in them?


forrestkeller1
Joined: Nov 3, 2007

What? Why am I still here?


Posted: Apr 3, 2010 12:03 PM    Msg. 68 of 112       
Quote: --- Original message by: Gamma927
I can ensure that they do indeed work. The original Campaign itself uses the starting position to change the actor. Check a30, which I believe you're modding. The encounter titled 'mid_rubble_2', which has a squad named 'jackal'. However, one of the starting positions contains an elite.

If it were to only work for MP, then why would Bungie add a box to change the starting position when they don't have any maps with AI in them?


No idea but adding a separate squad is more organized really


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Apr 3, 2010 12:06 PM    Msg. 69 of 112       
Quote: --- Original message by: ODX

Quote: --- Original message by: abkarch
could i have that FP model? pleaseeeeee?
I dunno, could you have it?

I suppose you could if I were to give it to you, but I'm sure you can find it elsewhere...

Edit: Screw it I'm feeling generous
http://hce.halomaps.org/index.cfm?fid=4749

That one uses Hayabusa's crappy animations, and the skin is not very good. What you see on mine is still the Halo 3 Beta magnum, I just slapped on the retail skin and the normal because I can. No, you can't have those yet.
Edited by ODX on Apr 3, 2010 at 11:45 AM


thanks u lots! i didn't need anything else!


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 3, 2010 12:07 PM    Msg. 70 of 112       
Organized, perhaps, but for variance between AI, like if you have a squad devoted to grunts, you can't depend on the major variant to create grunts holding separate weapons. Unless you want to create a separate encounter for each and every type of actor minus those with major variants, it's best to use the starting position to change the AI's weapon.

 
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