
forrestkeller1
Joined: Nov 3, 2007
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Posted: Apr 3, 2010 12:11 PM
Msg. 71 of 112
Quote: --- Original message by: Gamma927 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. Yes for changing there weapon but for adding a new actor_variant no
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 3, 2010 12:51 PM
Msg. 72 of 112
Quote: --- Original message by: forrestkeller1Quote: --- Original message by: Gamma927 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. Yes for changing there weapon but for adding a new actor_variant no Encounter name: Bill Cosby Squadsblock: brute actor type: brute minor spiker actor varient starting position ai type: birute minor spkier actor varient squadsblock: geist actor type: geist actor varient starting positions ai type: geist actor varient congrats you just made an encounter consisting of two ai that uses only 1 script Edited by Delicon20 on Apr 3, 2010 at 12:52 PM
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forrestkeller1
Joined: Nov 3, 2007
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Posted: Apr 3, 2010 01:11 PM
Msg. 73 of 112
Then the script would be
(ai_place Bill_Cosby/brute ) (ai_place Bill_Cosby/geist )
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 3, 2010 01:13 PM
Msg. 74 of 112
Quote: --- Original message by: forrestkeller1 Then the script would be
(ai_place Bill_Cosby/brute ) (ai_place Bill_Cosby/geist ) then go do that
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 01:16 PM
Msg. 75 of 112
Quote: --- Original message by: Delicon20Quote: --- Original message by: forrestkeller1 Then the script would be
(ai_place Bill_Cosby/brute ) (ai_place Bill_Cosby/geist ) then go do that I just did, before this thread was even made, this is what I mean Quote: (script dormant mission_lz (sleep_until (or (volume_test_objects plant_trigger (players ))(volume_test_objects lz_bridge (players )))1 delay_dawdle ) (sleep_until (or (< 4 (ai_conversation_status intro_1 ))(volume_test_objects lz_bridge (players )))1 ) (ai_conversation lz_prompt_1 ) (sleep_until (or (< 4 (ai_conversation_status lz_prompt_1 ))(volume_test_objects lz_bridge (players )))1 ) (set mark_evade true ) (set play_music_a30_01 true ) (sleep_until (or (volume_test_objects plant_trigger (players ))(volume_test_objects lz_bridge (players )))1 ) (if (volume_test_objects plant_trigger (players ))(ai_conversation flavor_plant )) (if (volume_test_objects plant_trigger (players ))(sleep_until (or (< 4 (ai_conversation_status flavor_plant ))(volume_test_objects lz_bridge (players )))1 )) (wake mission_lz_dropship ) (sleep_until (or mark_lz_dropship (volume_test_objects lz_ledge_safe (players )))1 ) (wake mission_lz_banshee ) (sleep_until (or mark_lz_banshee (volume_test_objects lz_ledge (players )))1 ) (ai_migrate lz_search/cship_toon lz_search/search_low ) (sleep_until (volume_test_objects lz_pass (players ))1 ) (ai_place lz_search/pass_grunt ) (ai_place lz_search/pass_brute ) (ai_place lz_search/pass_elite )(objects_predict (ai_actors lz_search )))
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 3, 2010 01:21 PM
Msg. 76 of 112
Or if you're placing both squads at the same time, you could, you know, place just the encounter?
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 01:22 PM
Msg. 77 of 112
Quote: --- Original message by: Gamma927 Or if you're placing both squads at the same time, you could, you know, place just the encounter? Well yes, but if you want them to be separate like spawn these at this time and wait for them to die then spawn the others Edited by forrestkeller1 on Apr 3, 2010 at 01:23 PM
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RevolutionaryCaptain
Joined: Mar 20, 2010
Preparing to continue the overmind's plans
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Posted: Apr 3, 2010 01:24 PM
Msg. 78 of 112
hmm. Scripts always coufuse me. But the map look great, it look fun to play and seeing how good I'll download when it comes out.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 3, 2010 01:28 PM
Msg. 79 of 112
well since you know what your doing, ur map needs more vehicles imo, how about since the other side of the forrunner bridge underground is empty, you could add that big h2 vehicle from new mombassa (shadows, I think?) and have them patrolling the other side along with some brutes (see how I worked that in) and when you come out of the tunnel, have 3 or 4 jackals moving randomly near the entrance (shouldn't be hard, make the script sleep until the screen narrows and it says, i think its reunion tour or something like that.
Just do things like that, use things that are already in the map to make new things
also, could you put more plasma batteries and esplosive scenery in the map?that way, when ur like pinned down, you can shoot them and blow up the offending covies? Edited by Delicon20 on Apr 3, 2010 at 01:30 PM
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 01:29 PM
Msg. 80 of 112
Quote: --- Original message by: RevolutionaryCaptain hmm. Scripts always coufuse me. But the map look great, it look fun to play and seeing how good I'll download when it comes out. Well a final may not be released but here is a more up-to-date beta version http://www.mediafire.com/?q2ojhindnj1Quote: --- Original message by: Delicon20
well since you know what your doing, ur map needs more vehicles imo, how about since the other side of the forrunner bridge underground is empty, you could add that big h2 vehicle from new mombassa (shadows, I think?) and have them patrolling the other side along with some brutes (see how I worked that in) and when you come out of the tunnel, have 3 or 4 jackals moving randomly near the entrance (shouldn't be hard, make the script sleep until the screen narrows and it says, i think its reunion tour or something like that.
Just do things like that, use things that are already in the map to make new things Edited by Delicon20 on Apr 3, 2010 at 01:29 PM No, I can NOT add any more tags or else the total tag size will go into the negatives and the map will crash like crazy and make switching bsp's impossible, plus scripting in another scene is out of my league Edited by forrestkeller1 on Apr 3, 2010 at 01:33 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 3, 2010 01:34 PM
Msg. 81 of 112
Quote: --- Original message by: forrestkeller1Quote: --- Original message by: RevolutionaryCaptain hmm. Scripts always coufuse me. But the map look great, it look fun to play and seeing how good I'll download when it comes out. Well a final may not be released but here is a more up-to-date beat version http://www.mediafire.com/?q2ojhindnj1Quote: --- Original message by: Delicon20
well since you know what your doing, ur map needs more vehicles imo, how about since the other side of the forrunner bridge underground is empty, you could add that big h2 vehicle from new mombassa (shadows, I think?) and have them patrolling the other side along with some brutes (see how I worked that in) and when you come out of the tunnel, have 3 or 4 jackals moving randomly near the entrance (shouldn't be hard, make the script sleep until the screen narrows and it says, i think its reunion tour or something like that.
Just do things like that, use things that are already in the map to make new things Edited by Delicon20 on Apr 3, 2010 at 01:29 PM No, I can NOT add any more tags or else the total tag size will go into the negatives and the map will crash like crazy and make switching bsp's impossible Edited by forrestkeller1 on Apr 3, 2010 at 01:31 PM then remove some trees and stuff from the map that you don't really need, like the h2 trees at the top of the bsp to make it look like a forest, all they do is block dropships
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 01:35 PM
Msg. 82 of 112
That still won't work, how many objects are in the map doesn't matter, it's how much tags I have in the map, like adding a new tree, actor, or weapon will make the total tag size go down
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Apr 3, 2010 01:39 PM
Msg. 83 of 112
lol can i ask just how many tags you have in the map?
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 01:40 PM
Msg. 84 of 112
Quote: --- Original message by: abkarch lol can i ask just how many tags you have in the map? Enough to blow your mind
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Apr 3, 2010 01:45 PM
Msg. 85 of 112
lol. i just thought of over 9000
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 01:47 PM
Msg. 86 of 112
Quote: --- Original message by: abkarch lol. i just thought of over 9000 Lol. there's enough tags to make the map go over 300mb Edited by forrestkeller1 on Apr 3, 2010 at 01:47 PM
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: Apr 3, 2010 01:53 PM
Msg. 87 of 112
holy crap...thats alot of tags. thats like, at least 75 tags...
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 3, 2010 02:29 PM
Msg. 88 of 112
Quote: --- Original message by: forrestkeller1 That still won't work, how many objects are in the map doesn't matter, it's how much tags I have in the map, like adding a new tree, actor, or weapon will make the total tag size go down yeah but my point is, you don't need all that scenery, use only two or three tree scenery for the map, delete the rest, same with plants, the c storage, etc., etc. Use only what works best for cover, and strategy, try to make your tags go a long way, my cityscape freeroam map had so much scenery and so many encounters without going over the limit, that it lagged my horrible computer to the point where I had it just where I wanted it but didn't want to test it cuz of lagg. Now if could do that, you should be able find a way to add more vehicles, ai, and strategic scenery too
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lockon0830
Joined: Oct 13, 2009
SFloyd is a sad girl makakule : (
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Posted: Apr 3, 2010 05:29 PM
Msg. 89 of 112
I think if your using most spv2 weapons you should just slap in the cmt sniper as well. :X
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Apr 3, 2010 05:38 PM
Msg. 90 of 112
First page, near the bottom: Quote: --- Original message by: forrestkeller1 I might and I'm decided I will swap the CMT tagset with a Halo 3 tagset, I have the sniper, ar, and br but I lack all other weapons and a hud Currently I still need to test the magnum for myself but since my brother is still on his computer I can't do crap about it.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 08:59 PM
Msg. 91 of 112
Quote: --- Original message by: ODXFirst page, near the bottom: Quote: --- Original message by: forrestkeller1 I might and I'm decided I will swap the CMT tagset with a Halo 3 tagset, I have the sniper, ar, and br but I lack all other weapons and a hud Currently I still need to test the magnum for myself but since my brother is still on his computer I can't do crap about it. Ah, anyways an update on the map so far is I changed the lighting and stuff as you can see in my new dl link
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Apr 3, 2010 09:27 PM
Msg. 92 of 112
Tested the magnum, hated the feel of it, currently fixing.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 3, 2010 10:18 PM
Msg. 93 of 112
Quote: --- Original message by: ODX Tested the magnum, hated the feel of it, currently fixing. Alright
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 4, 2010 03:37 AM
Msg. 94 of 112
Quote: --- Original message by: IcePhoenixQuote: --- Original message by: TuahaAnyway 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
I blew one up by firing at it with ghost for about 15 seconds. That's just ridiculous, even a wraith should last longer than that.
- 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
Yeah, and the area where the wreckage lands is really glitchy: there seem to be giant invisible chunks of wreckage scattered amongst the visible ones. Made me crash my ghost about 3 times.
- Brutes are a little too overpowered
No they're not. They throw more nades. But they're slow and fat. Elites are way harder to hit and stick.
- 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
Do the projectiles home or anything? I noticed that some of the smoke trails seemed curved.
I think that's about it. Hope to see these bugs fixed in the final/next version. :)
added my thoughts Don't complain to me, CMT were the ones that made the tags so ask them , but the reason you crash into invisible geometry is because when the dropship explodes the model you see before it blew up becomes invisible and is still collideable and that is what you're hitting Edited by forrestkeller1 on Apr 4, 2010 at 03:39 AM
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 4, 2010 04:33 AM
Msg. 95 of 112
Quote: --- Original message by: IcePhoenix ... that sucks.... but can't you alter the dropship's HP or something? I can remove it and make the dropship invincible again
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Apr 4, 2010 05:55 AM
Msg. 96 of 112
its because the vehicle's team isnt set right. Cant remember which parameter it is, but the team should be set to 'covenant'. Which is also why the built-in gunners don't fire at you.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 4, 2010 06:00 AM
Msg. 97 of 112
Quote: --- Original message by: IcePhoenix what about the SPv1 dropships? oh wait, not the mortars again!
you can't alter soemthing's HP?
also, they appear as yellow blips... I noticed the yellow blip it will be fixed and I mean I will remove it's ability to be destroyed, all I gotta do is go into the collision_model and change the maximum body vitality to 0
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 4, 2010 06:34 AM
Msg. 98 of 112
Quote: --- Original message by: IcePhoenix nooo i mean can you alter it's HP withOUT making it indestructible? doesn't making that vitality thing higher give it mroe HP? also, can't you make it so when the dropship blows up the original model doesn't jsut turn invisible but is deleted/removed whatever you call it? Yes, and no I can make it have more HP and I dunno how to make the original model disappear wehn it's destroyed I know I could make a script but I dunno what to put
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 4, 2010 03:51 PM
Msg. 99 of 112
Quote: --- Original message by: forrestkeller1Quote: --- Original message by: IcePhoenix ... that sucks.... but can't you alter the dropship's HP or something? I can remove it and make the dropship invincible again or you could give it more health
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Apr 5, 2010 04:22 AM
Msg. 100 of 112
when you come out of the underground and go to a30_B possibly put a wraith there? with a hunter? also the ghost at the beggining is always like that i think....
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Apr 5, 2010 07:02 AM
Msg. 101 of 112
Quote: --- Original message by: Hydrogen when you come out of the underground and go to a30_B possibly put a wraith there? with a hunter? also the ghost at the beginning is always like that i think.... I can NOT add any more tags or else you will get a crash when you leave the tunnel this is the reason I removed the hunter in the cave Quote: --- Original message by: IcePhoenix I know it's like that. It's part of the powerup's effect to half the movement of everything but yourself. When you get into the ghost, the ghost is also half speed. Something like that. Either way, remove the 2x here. Or maybe the ghost. But I think the former is better. Oh so A30 has 2 bsps? what about the other levels? I will and yes every level has more than 1 bsps, everytime you see "loading..." it's loading the bsp Edited by forrestkeller1 on Apr 5, 2010 at 07:03 AM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Apr 5, 2010 08:55 PM
Msg. 102 of 112
Quote: --- Original message by: forrestkeller1Quote: --- Original message by: Hydrogen when you come out of the underground and go to a30_B possibly put a wraith there? with a hunter? also the ghost at the beginning is always like that i think.... I can NOT add any more tags or else you will get a crash when you leave the tunnel this is the reason I removed the hunter in the cave Quote: --- Original message by: IcePhoenix I know it's like that. It's part of the powerup's effect to half the movement of everything but yourself. When you get into the ghost, the ghost is also half speed. Something like that. Either way, remove the 2x here. Or maybe the ghost. But I think the former is better. Oh so A30 has 2 bsps? what about the other levels? I will and yes every level has more than 1 bsps, everytime you see "loading..." it's loading the bsp Edited by forrestkeller1 on Apr 5, 2010 at 07:03 AM 1. delte the rocket warthog 2. make it a guass hog 3.bring in either geists, wraiths, or hunters 4.Give the dropship more health 5.make bigger and more epic encounters 6.??? 7. -profit!!!
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Apr 5, 2010 08:58 PM
Msg. 103 of 112
Quote: --- Original message by: Delicon20
1. delete the rocket warthog 2. make it a gauss hog 3.bring in either geists, wraiths, or hunters 4.Give the dropship more health 5.make bigger and more epic encounters 6.sell map for money cause we know people want it. 7. -profit!!!
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Apr 5, 2010 09:36 PM
Msg. 104 of 112
Quote: 1. delte the rocket warthog 2. make it a guass hog 3.bring in either geists, wraiths, or hunters 4.Give the dropship more health 5.make bigger and more epic encounters 6.??? 7. -profit!!! Don't do that. I tried using the gauss hog and my gunner couldn't hit anything, it was really agitating. With the rocket hog he seemed more accurate and even if he wasn't the splash damage helped. Suprisingly, he almost never shot a wall that was a foot away and ended up killing us. Otherwise, do that ^
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Apr 5, 2010 09:40 PM
Msg. 105 of 112
Quote: jesse Quote: Original message by: Delicon20 1. delete the rocket warthog 2. make it a gauss hog 3.bring in either geists, wraiths, or hunters 4.Give the dropship more health 5.make bigger and more epic encounters 6.sell map for money cause we know people want it. 7. -profit!!! agreed :P you can make it smaller...
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