
117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 7, 2010 10:20 AM
Msg. 1 of 17
Looks like there is a way to add a lot of firing positions once.Some maps such as a10 have plenty of firing positions but they must be added in a easier way.
Anyone know what to do? Could you tell me, please?
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pwner5889
Joined: Jun 13, 2008
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Posted: Apr 7, 2010 10:28 AM
Msg. 2 of 17
I too am trying to figure this out. How can you do it?
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 7, 2010 10:35 AM
Msg. 3 of 17
Maybe cmt knows
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 7, 2010 11:01 AM
Msg. 4 of 17
Use an auto-clicker, and wave your mouse around.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 7, 2010 11:38 AM
Msg. 5 of 17
Nonsense; it's the best way to add many firing positions at once. If you wish to place them well, on the other hand, then yes, I am kidding you.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Apr 7, 2010 12:10 PM
Msg. 6 of 17
It's not like it's any complicated... Each ''encounter'' you design has decent and undecent firing position. If you place them in ridiculous places then your AI will likely stand in odd places. Just make sure to have enough firing position so that all of your AI can stand in the scene else they either won't shoot or will go back to earlier, useless firing positions.
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 8, 2010 06:44 AM
Msg. 7 of 17
Does firing position effective on marine driving warthog? must i put firing positions on the air? (for the warthog drivers)
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 8, 2010 08:41 AM
Msg. 8 of 17
I know what to do. Using the commandlists and disable the Ai driving vehicle could let marines move to the position you wanted. I just want to find a easier way to move drivers
PS:Cmt's tag pack! i don't know who uploaded it to halomaps.org Edited by 117MC on Apr 8, 2010 at 09:39 AM
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 10, 2010 04:28 PM
Msg. 9 of 17
Quote: --- Original message by: L0d3xIf you follow adumass' tutorial, aka by using command lists, then no, firing positions do not matter (unless of course the hog would flip, then the marine would use the firing positions assigned to him). There's also another way to let marines drive hogs, but it gives no control at all over where they will go. It has the marine thinking he can fly or something, I don't remember. I shall refer to this method as Kirby's method. Come to think of it, there was a certain setup of vehicles that did somewhat use firing positions. I used it in this map: http://www.xfire.com/video/1d4044/Though I once again do not recall exactly what I did with those vehicles, I think Glitcherguy set me up with those. My favorite option is of course by far the command list method. L0d3x , can you please tell me how you animated the pelicans to drop troops off correctly and give the correct script? Since whenever I make a custom .jmw animation, my vehicles just teleport to the middle of the map for the duration of the custom_animation T_T.
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 11, 2010 09:23 AM
Msg. 10 of 17
Maybe it was recorded animation. But i don't know how to make it.
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 11, 2010 09:41 AM
Msg. 11 of 17
Quote: --- Original message by: 117MC Maybe it was recorded animation. But i don't know how to make it. It didn't look like recorded animations. I have a serious problem with all my custom_animations since my vehicles just teleport to the middle of the map (point 0,0,0) whenever I tell my script to play them for the duration of the animation. Edited by shadowce9 on Apr 11, 2010 at 09:41 AM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Apr 11, 2010 09:52 AM
Msg. 12 of 17
Quote: --- Original message by: shadowce9Quote: --- Original message by: L0d3xIf you follow adumass' tutorial, aka by using command lists, then no, firing positions do not matter (unless of course the hog would flip, then the marine would use the firing positions assigned to him). There's also another way to let marines drive hogs, but it gives no control at all over where they will go. It has the marine thinking he can fly or something, I don't remember. I shall refer to this method as Kirby's method. Come to think of it, there was a certain setup of vehicles that did somewhat use firing positions. I used it in this map: http://www.xfire.com/video/1d4044/Though I once again do not recall exactly what I did with those vehicles, I think Glitcherguy set me up with those. My favorite option is of course by far the command list method. L0d3x , can you please tell me how you animated the pelicans to drop troops off correctly and give the correct script? Since whenever I make a custom .jmw animation, my vehicles just teleport to the middle of the map for the duration of the custom_animation T_T. Uhh, your probably not animating around the map then?
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 11, 2010 10:02 AM
Msg. 13 of 17
Quote: --- Original message by: HiguyQuote: --- Original message by: shadowce9Quote: --- Original message by: L0d3xIf you follow adumass' tutorial, aka by using command lists, then no, firing positions do not matter (unless of course the hog would flip, then the marine would use the firing positions assigned to him). There's also another way to let marines drive hogs, but it gives no control at all over where they will go. It has the marine thinking he can fly or something, I don't remember. I shall refer to this method as Kirby's method. Come to think of it, there was a certain setup of vehicles that did somewhat use firing positions. I used it in this map: http://www.xfire.com/video/1d4044/Though I once again do not recall exactly what I did with those vehicles, I think Glitcherguy set me up with those. My favorite option is of course by far the command list method. L0d3x , can you please tell me how you animated the pelicans to drop troops off correctly and give the correct script? Since whenever I make a custom .jmw animation, my vehicles just teleport to the middle of the map for the duration of the custom_animation T_T. Uhh, your probably not animating around the map then? I am. I imported the BSP using the BSP Converter on this site. THEN I animated my vehicle (a jet from hugeass in an airstrike) around the map. However, the vehicle just teleports to point 0,0,0 of the BSP for the duration of the custom animation and sits there. I tried it with the vehicle model linked to the frame AND not linked to the frame (2 tests) but the results were the same. Same thing happens to me on every other map and animation. Can anyone help me? Edited by shadowce9 on Apr 11, 2010 at 10:03 AM
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shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Apr 11, 2010 04:41 PM
Msg. 14 of 17
Quote: --- Original message by: L0d3x You may have to check the node checksum.
Open the .gbxmodel of the pelican. Open the animations you made and scroll down.
Look for "checksum" thingies.
Make sure the one from the animation = the one from the .gbxmodel
You'll have to use Kornmann00 instead of Guerilla to adjust these values. L0d3x , thank you! I've been stuck with this problem for almost 2 weeks now and thanks to you I have finally solved it!
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 12, 2010 06:24 AM
Msg. 15 of 17
Do you have a tutorial for this?
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 16, 2010 10:21 PM
Msg. 16 of 17
thanks very much.
could you give me a link of this tutorial?
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117MC
Joined: Jul 20, 2009
117士官长
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Posted: Apr 21, 2010 10:14 AM
Msg. 17 of 17
Maybe moving pelicans by animating it is easy, but i don't know how
------------------------------------------------------- 玉树加油
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