
ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Jun 7, 2010 05:23 PM
Msg. 36 of 87
Quote: --- Original message by: Delicon20Quote: --- Original message by: Gamma927 As I said, the AI look braindead. meaning? It's really not a hard word to understand. Essentially he's calling your AI stupid and mindless though.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 7, 2010 05:41 PM
Msg. 37 of 87
Though you could perceive it as such, there's actually an option in Sapien to make your AI braindead, which means that they won't move or respond when attacked (essentially, bipeds). Make sure you didn't check that checkbox.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 7, 2010 05:41 PM
Msg. 38 of 87
Quote: --- Original message by: ODXQuote: --- Original message by: Delicon20Quote: --- Original message by: Gamma927 As I said, the AI look braindead. meaning? It's really not a hard word to understand. Essentially he's calling your AI stupid and mindless though. OHHHHHHH I get what he meant, I accidently left the marine's braindead checkbox checked... Gamma ur a genius, odx... I think you just enjoy making me look and feel like an idiot >:( Edited by Delicon20 on Jun 7, 2010 at 05:42 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 7, 2010 05:42 PM
Msg. 39 of 87
ODX's response is valid, as I half intended my message to be read that way :P Kidding... Edited by Gamma927 on Jun 7, 2010 at 05:42 PM
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 7, 2010 06:53 PM
Msg. 40 of 87
Quote: --- Original message by: Gamma927
ODX's response is valid, as I half intended my message to be read that way :P Kidding... Edited by Gamma927 on Jun 7, 2010 at 05:42 PM sure you were :p uploaded the vid: http://www.youtube.com/watch?v=PjdK6BnVmb4 enjoy! also, completely off topic but I wonder what happened to the guy that was gonna "shut us down for our sins" two days ago... cough! *CMT RIPZ* cough!Edited by Delicon20 on Jun 7, 2010 at 06:57 PMEdited by Delicon20 on Jun 7, 2010 at 08:13 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 9, 2010 12:21 PM
Msg. 41 of 87
Quote: --- Original message by: Delicon20Quote: --- Original message by: SlappyThePirate
Hey Delicon,
Are you goeing to make this map of yours un-protected, But looking at the Quality of your tags i bet you are.....
-Seems like a stupid thing for me to post, cuz there is a 99.7% chance that it isnt goeing to work out the way I hope it to. Edited by SlappyThePirate on Jun 6, 2010 at 02:42 PM I never protect my maps, plain and simple Awesome! Great ethics. Jackal brother.
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RevolutionaryCaptain
Joined: Mar 20, 2010
Preparing to continue the overmind's plans
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Posted: Jun 9, 2010 12:50 PM
Msg. 42 of 87
lol. For a secondary weapon use a smg.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jun 9, 2010 01:31 PM
Msg. 43 of 87
It's funny how you put ASP for some of the weapons when blankly it isnt theres, just a bunch of rips and no real work from that team. Most of it isnt even theres originally since I had them before the ASP team was started. ODX should also confirm this.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Jun 9, 2010 01:39 PM
Msg. 44 of 87
I don't even think anyone knows who the hell ASP is or what they do. Mainly there stuff is just a few ripped weapons/custom made ones with Hayabusa animating.
What you have there is just ripped Halo 3 Beta assets with Broke's animating, as well as mine (if you have the laser, the SMG is probably my work too).
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Jun 9, 2010 08:33 PM
Msg. 45 of 87
Quote: --- Original message by: ODX I don't even think anyone knows who the hell ASP is or what they do. Mainly there stuff is just a few ripped weapons/custom made ones with Hayabusa animating.
What you have there is just ripped Halo 3 Beta assets with Broke's animating, as well as mine (if you have the laser, the SMG is probably my work too). theres few active members now,such as Gamma,Me,Grunts,Wolfenstein,loljesse,and maybe IVEE. Hayabusa I believe left or so thats what he said.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 9, 2010 08:42 PM
Msg. 46 of 87
Quote: --- Original message by: RevolutionaryCaptain lol. For a secondary weapon use a smg. you know once upon a time that WAS the secondary weapon and as for the asp dilema then who should I credit? give me a list of names and I'll put it on the first post
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 9, 2010 08:48 PM
Msg. 47 of 87
Quote: --- Original message by: Delicon20Quote: --- Original message by: RevolutionaryCaptain lol. For a secondary weapon use a smg. you know once upon a time that WAS the secondary weapon and as for the asp dilema then who should I credit? give me a list of names and I'll put it on the first post And it shall be again. People think that an identical ammo clip size and somewhat similar projectile error makes two weapons the same (AR and SMG), but I'm defying that and making the AR have the 60 clip with the SMG being a potent, yet handicapped sidearm. And no, it does not involve replacing the clip every time you reload. I'll give a hint though: materials.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jun 9, 2010 09:27 PM
Msg. 48 of 87
Quote: --- Original message by: l283023Quote: --- Original message by: Delicon20
and as for the asp dilema then who should I credit? Bungie and perhaps Zteam? Zteam didn't do anything to help make these weapons. Credit Bungie for the model and textures, and credit the animator for the animations. For example, IMBrokeRU - Assault Rifle Animations IMBrokeRU - Battle Rifle Animations IMBrokeRU - Sniper Rifle Animations Hayabusa - Magnum Animations ODX - Plasma Pistol Animations ODX - Spartan Laser Animations These are the main weapons that were released in Sandtrap, which you are probably using.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jun 9, 2010 10:17 PM
Msg. 49 of 87
Quote: --- Original message by: Gamma927Quote: --- Original message by: l283023Quote: --- Original message by: Delicon20
and as for the asp dilema then who should I credit? Bungie and perhaps Zteam? Zteam didn't do anything to help make these weapons. Credit Bungie for the model and textures, and credit the animator for the animations. For example, IMBrokeRU - Assault Rifle Animations IMBrokeRU - Battle Rifle Animations IMBrokeRU - Sniper Rifle Animations Hayabusa - Magnum Animations ODX - Plasma Pistol Animations ODX - Spartan Laser Animations Spartan-094 - Supplying the models to most of them These are the main weapons that were released in Sandtrap, which you are probably using. I supplied the models, thats the important part to why you have the tags today. Oh and "one" of the custom bitmaps DarkShallFall did for the Spartan Laser and I uvwed the Spartan Laser off the normal... ._. Edited by Spartan_094 on Jun 9, 2010 at 10:21 PM
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 9, 2010 10:51 PM
Msg. 50 of 87
No, Acension supplied the models. :3
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 9, 2010 11:48 PM
Msg. 51 of 87
Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things.
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Spartan_094
Joined: Jan 8, 2008
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Posted: Jun 10, 2010 12:31 AM
Msg. 52 of 87
Quote: --- Original message by: Advancebo No, Acension supplied the models. :3 Wow your retarded.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 10, 2010 08:46 AM
Msg. 53 of 87
Quote: --- Original message by: Delicon20 Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things. What does your debug say? I'd ask Veex. It might be your scripting. Did you use the script I posted in the Questions thread or CMT Thread?
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 01:00 PM
Msg. 54 of 87
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things. What does your debug say? I'd ask Veex. It might be your scripting. Did you use the script I posted in the Questions thread or CMT Thread? I used zteams scripts, and debug only shows errors with sapien, guerilla and tool and this happened ingame
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 10, 2010 01:25 PM
Msg. 55 of 87
Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things. What does your debug say? I'd ask Veex. It might be your scripting. Did you use the script I posted in the Questions thread or CMT Thread? I used zteams scripts, and debug only shows errors with sapien, guerilla and tool and this happened ingame Hmmm, did you edit the scripts in any way? If so, how? Like I said, I'd ask Invader Veex since he had issues with this. I think I did once, but it was a tag issue. However, since it loads in Sapien, I'm only going to assume it's an issue with scripts.
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 01:39 PM
Msg. 56 of 87
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things. What does your debug say? I'd ask Veex. It might be your scripting. Did you use the script I posted in the Questions thread or CMT Thread? I used zteams scripts, and debug only shows errors with sapien, guerilla and tool and this happened ingame Hmmm, did you edit the scripts in any way? If so, how? Like I said, I'd ask Invader Veex since he had issues with this. I think I did once, but it was a tag issue. However, since it loads in Sapien, I'm only going to assume it's an issue with scripts. I added ghost's,turrets,and apparitions but that was a long time ago and the whole level did work fine, I did remove the falling boxes and banshees (not the scripts for them though) but I added them back in after I got my tagspace under control
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 10, 2010 01:43 PM
Msg. 57 of 87
Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things. What does your debug say? I'd ask Veex. It might be your scripting. Did you use the script I posted in the Questions thread or CMT Thread? I used zteams scripts, and debug only shows errors with sapien, guerilla and tool and this happened ingame Hmmm, did you edit the scripts in any way? If so, how? Like I said, I'd ask Invader Veex since he had issues with this. I think I did once, but it was a tag issue. However, since it loads in Sapien, I'm only going to assume it's an issue with scripts. I added ghost's,turrets,and apparitions but that was a long time ago and the whole level did work fine, I did remove the falling boxes and banshees (not the scripts for them though) but I added them back in after I got my tagspace under control Did it operate fine without the falling box before?
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 01:49 PM
Msg. 58 of 87
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 Okay, bad news. I got a horrible new error. Every time I enter bsp B in the silent cartographer it exceptions and I have no clue what's causing it. Sapien's not helping, becausewhen I open BSP B it works just fine so... hopefully I can get this fixed, but if I can't, bad things. What does your debug say? I'd ask Veex. It might be your scripting. Did you use the script I posted in the Questions thread or CMT Thread? I used zteams scripts, and debug only shows errors with sapien, guerilla and tool and this happened ingame Hmmm, did you edit the scripts in any way? If so, how? Like I said, I'd ask Invader Veex since he had issues with this. I think I did once, but it was a tag issue. However, since it loads in Sapien, I'm only going to assume it's an issue with scripts. I added ghost's,turrets,and apparitions but that was a long time ago and the whole level did work fine, I did remove the falling boxes and banshees (not the scripts for them though) but I added them back in after I got my tagspace under control Did it operate fine without the falling box before? I originally thought that's what the problem was because it didn't but I'm not sure here's a vid to clarify everything more http://www.xfire.com/video/2d5545/
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 10, 2010 01:53 PM
Msg. 59 of 87
Alright, well I'm assuming the freeze in the video means there is an exception correct? I think it's an object in that area because you are already in the second BSP. You might want to try object_destroy_all to test that theory since CMT probably had an issue with that in the a30 beta.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 10, 2010 02:05 PM
Msg. 60 of 87
in the scenario where you enter that hallway and the other side to. make a trigger volume called obect_destroy_all_bsp_b
now make a script. this script must include (trig volume < (object_destroy_all
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 02:37 PM
Msg. 61 of 87
it works when I delete all...sooo...what next?
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 10, 2010 02:44 PM
Msg. 62 of 87
i told you in the post above you you gotta make a trig volume that does object destroy all...
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 02:53 PM
Msg. 63 of 87
Quote: --- Original message by: Hydrogen i told you in the post above you you gotta make a trig volume that does object destroy all... I'm not going to destroy all the objects in my second bsb, that will ruin the level. I already know if I delete all the objects it'll work, I just did it in dev mode Edited by Delicon20 on Jun 10, 2010 at 02:54 PM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 10, 2010 02:59 PM
Msg. 64 of 87
ok first of all im talking about destroy all before you hit the bsp_B... now listen say put it through the hallway from the room you walk in to the hallway... so it destroys bsp_A scenery etc.
now important info.
some people dont know how to use devmode or dont want to touch it that arent on this forum so i suggest you do as i said :/
if you need the script ill post it
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 03:03 PM
Msg. 65 of 87
Quote: --- Original message by: Hydrogen ok first of all im talking about destroy all before you hit the bsp_B... now listen say put it through the hallway from the room you walk in to the hallway... so it destroys bsp_A scenery etc.
now important info.
some people dont know how to use devmode or dont want to touch it that arent on this forum so i suggest you do as i said :/
if you need the script ill post it please do, but won't this just delete everything and everyone will be walking through an empty bsp?
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 10, 2010 03:06 PM
Msg. 66 of 87
no you put it before the trig volume that switches to bsp_B so it is errorless....
whats the second bsp at the bottom of guerillas name 1 or b30_b?
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 03:09 PM
Msg. 67 of 87
b30b is second
b30a is first
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 10, 2010 03:22 PM
Msg. 68 of 87
(script continuous destroy_bsp_a (begin (if (= (volume_test_object destroy_bsp_a (list_get (players) 0)) true) (begin (object_destroy_all))) )
trig name destroy_bsp_a
ill test it first k
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Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
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Posted: Jun 10, 2010 03:28 PM
Msg. 69 of 87
Quote: --- Original message by: Hydrogen (script continuous destroy_bsp_a (begin (if (= (volume_test_object destroy_bsp_a (list_get (players) 0)) true) (begin (object_destroy_all))) )
trig name destroy_bsp_a
ill test it first k sounds good
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 10, 2010 03:30 PM
Msg. 70 of 87
i cant test it :P i forgot this isnt my pc with all the orignal halo stuff with scripts so make another scenario test keep old one you used. place it right before the swtich bsp trig volume and compile scripts put in b30 data folder.
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