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Author Topic: [WIP]Jail type map (NO name yet.) (126 messages, Page 3 of 4)
Moderators: Dennis

OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Aug 13, 2011 12:05 AM    Msg. 71 of 126       
There will be a jail, it will be somewhere else on the map, I'm just having fun making this building right now since I found out how to pack rediculously large amounts of terrain models into one BSP :)


olly12345
Joined: Jul 30, 2008


Posted: Aug 13, 2011 03:12 AM    Msg. 72 of 126       
Quote: --- Original message by: antiblood
i thought this was a prison, not a cheap resteraunt.

When you think about it, Prison is basically a free restaurant!


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 13, 2011 03:24 AM    Msg. 73 of 126       
Quote: --- Original message by: OrangeJuice
How many bipeds(for syncing) can I use before the map shows lag online?

Quote: --- Original message by: Maniac1000
Is it possible to remove the biped geometry and still have it usable?
So you could use it for syncing but it wouldnt add to the tri count.

Quote: --- Original message by: UnevenElefant5
You could mess around in the gbxmodel tag and probably get it to constantly show the lowest LOD all the time, or make your own biped that's just a cube.

So I made a biped & a vehicle. 3 sided pyramids (they use the same model, collision, & animation). No effects, attachments, nada.
null.zip - unpack it in tags\null\
Somebody try it out. It appeared to work in sapien - the vehicle changed the biped's health from 1 to -1 (destroyed after dying), but i didn't build a map using them, so let me know, and I'll upload it to halomaps if all is well
Edited by bobbysoon on Aug 13, 2011 at 03:34 AM


LegionofShadows
Joined: Jul 10, 2011

The Red Pill is strong in this one.


Posted: Aug 13, 2011 08:10 AM    Msg. 74 of 126       
Hey Orangue, u going to make it open air, so, say a prison hornet in a riot could come down and supress them?

Though it wouldn't be much of a prison then...


WWLinkMasterX
Joined: Mar 29, 2009

subliminal message.


Posted: Aug 16, 2011 04:29 PM    Msg. 75 of 126       
Not sure if this has been mentioned yet, but two things I would really like to see in close quarters mp maps is:

-vents or ducts (laundry shoots?) just small enough to throw grenades through and fall out at strategic locations

-scenery made as undrivable vehicles so that it moves around when blown up (crates, chairs, cabinets, whatever's relevant)


jimmy
Joined: Jul 3, 2008

You can cure a derp, but not the herps.


Posted: Aug 16, 2011 04:43 PM    Msg. 76 of 126       
Quote: --- Original message by: WWLinkMasterX
I would really like to see
-vents or ducts (laundry shoots?) just small enough to throw grenades through and fall out at strategic locations


Having a sort of duct system like sciophobia would be an interesting feature


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Aug 16, 2011 08:55 PM    Msg. 77 of 126       
Quote: --- Original message by: vampire_girl
Nice looking map. Really looking forward to playing this.
Now I don't mean to sound rude, but when you release can you release the .max files as well? I have some use for some of the areas in an upcoming SP map...


maybe, if I ever actually finish this thing.


antiblood
Joined: Jul 17, 2010

Hail satan, smoke mehth


Posted: Aug 17, 2011 12:21 AM    Msg. 78 of 126       
Quote: --- Original message by: OrangeJuice
There will be a jail, it will be somewhere else on the map, I'm just having fun making this building right now since I found out how to pack rediculously large amounts of terrain models into one BSP :)

inresting :o

very intresting :D


Ubergoober
Joined: Oct 11, 2010


Posted: Aug 17, 2011 09:23 AM    Msg. 79 of 126       
i think a good name for this map would b 'hard time'


Carter 151
Joined: Oct 25, 2010

-Character design and Story editor-


Posted: Aug 17, 2011 01:41 PM    Msg. 80 of 126       
I think there should be a Taco bell at the food court and some tables along with chair "vehicles" for those that want to use the map for a machinima.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Aug 18, 2011 06:10 PM    Msg. 81 of 126       
Is it possible to make it so that the gunner of a specific vehicle has marines-recording vision?


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Aug 19, 2011 06:52 AM    Msg. 82 of 126       
i have no idea, maybe someone else will?


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Aug 22, 2011 07:44 PM    Msg. 83 of 126       


I think I might have some good ideas for a campaign. Suppose there are zombies, but you have to actually be killed by them to end up as them, as their bites aren't infective ....


XlzQwerty1
Joined: Aug 6, 2009


Posted: Aug 22, 2011 09:15 PM    Msg. 84 of 126       
I'd like mine toasted please.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Aug 23, 2011 05:20 AM    Msg. 85 of 126       
id like mine medium rare


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Oct 7, 2011 01:14 PM    Msg. 86 of 126       
Wellp, This lil project is dead....again. I prolly won't start working on it again until December(unless I magically come up with ideas for rooms and architecture)

In the mean time, Some old stuff I managed to find :P

First mention of this project
Old builds(yes, I was fooling around, adding stuff I'd never use in the final.)
Death sounds I was going to use
Content I was going to use, still have this stuff(the wtfboom grenade doesn't make that sound anymore, I think I changed a setting in the tag...)
A commencement chamber/theater
Content I was going to use:PART 2
Edited by OrangeJuice on Oct 7, 2011 at 01:16 PM
Edited by OrangeJuice on Oct 11, 2011 at 07:43 PM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Oct 8, 2011 05:52 AM    Msg. 87 of 126       
gulch?
-Zekilk


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Oct 10, 2011 11:34 PM    Msg. 88 of 126       
(Yeh, it's just a project name so people don't know what it is: ... ****gulch)

Anyways... Can I make a device_machine have different appearances in multiplayer? like wooden/metal/plastic doors compiled into one device_machine?
Edited by OrangeJuice on Oct 11, 2011 at 12:44 PM


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Oct 12, 2011 06:37 AM    Msg. 89 of 126       
Yeah, why not? I'm not actually aware that permutations are avalible for devices too but they'll sync if you use the script command,

(object_set_permutation [object] [string] [string])


Where the 1st string will be the region of the object in question(use "" for all regions) and the 2nd string will be the permutation itself.
-Zekilk


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Oct 12, 2011 04:01 PM    Msg. 90 of 126       
Oh ok, so this can be used to place metal/wooden/plastic doors using only 1 tag?

EDIT> I'm remaking jail sections, should I use a10 doors(which can be locked and controlled remotely) or make new sliding-cell-bar-walls(which can't be because I don't know how to use functions)?

EDIT> 10/13: Mind the quality, Sapien pic.

Remaking the jail, since I don't have any of the old BSP models. This one will be more concrete and less futuristic, but the concealed jailer sections WILL be futuristic and a lot more detailed than the older versions.
Doors will be controllable by switches that will open(first floor-left side,first floor-right side, second floor-whatever...)
Doors will be openable from one-side-only(if Halo allows)
Edited by OrangeJuice on Oct 13, 2011 at 12:29 PM


Noobyourmom
Joined: Mar 23, 2010


Posted: Oct 13, 2011 12:52 AM    Msg. 91 of 126       
You could modify the a10 doors in Guerilla and add your custom model if you wanted an easy way to do both.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Oct 21, 2011 04:01 AM    Msg. 92 of 126       
Definitely not ready for the "gift", I'll wait for the next generation to come to the HEK.
Edited by OrangeJuice on Nov 1, 2011 at 07:52 PM


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Dec 27, 2011 05:17 PM    Msg. 93 of 126       
Any updates? It's been 2 months. Are you still working on this at all?


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Dec 28, 2011 01:59 PM    Msg. 94 of 126       
I work on this like once every other month, I'm out of floorplans so now I just throw rooms together.
wow you still want this?


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Dec 28, 2011 02:04 PM    Msg. 95 of 126       
Quote: --- Original message by: OrangeJuice
I work on this like once every other month, I'm out of floorplans so now I just throw rooms together.
wow you still want this?


Of course we still want this. Yours is the 96th post. That's a lot of posts when you really think about it. This map looks awesome.


kev3344
Joined: Aug 8, 2008

IMAAA FIRING MAAA LAZAAA!!!!


Posted: Dec 28, 2011 02:07 PM    Msg. 96 of 126       
I want it too!


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Dec 28, 2011 04:18 PM    Msg. 97 of 126       
Quote: --- Original message by: OrangeJuice
should I use a10 doors(which can be locked and controlled remotely)
Device machines do not sync over a network connection.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Dec 29, 2011 06:58 PM    Msg. 98 of 126       
Quote: --- Original message by: Dennis
Quote: --- Original message by: OrangeJuice
should I use a10 doors(which can be locked and controlled remotely)
Device machines do not sync over a network connection.


YoYorast Island V2 had working Devices that synced over the network, as long as everyone who was in the server was there when the device was pressed.


Jaz
Joined: Mar 21, 2010

[Insert sarcastic comment here]


Posted: Dec 29, 2011 07:11 PM    Msg. 99 of 126       
Quote: --- Original message by: Slayer117
Quote: --- Original message by: Dennis
Quote: --- Original message by: OrangeJuice
should I use a10 doors(which can be locked and controlled remotely)
Device machines do not sync over a network connection.


YoYorast Island V2 had working Devices that synced over the network, as long as everyone who was in the server was there when the device was pressed.


^^This^^

Dennis, stop sticking to old news. Anything is possible with hard work. ;)


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 29, 2011 08:07 PM    Msg. 100 of 126       
Quote: --- Original message by: Jaz


Dennis, stop sticking to old news. Anything is possible with hard work. ;)


Eat your own head, the one on your neck.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Dec 30, 2011 01:11 PM    Msg. 101 of 126       
Quote: --- Original message by: Slayer117
Quote: --- Original message by: Dennis
Quote: --- Original message by: OrangeJuice
should I use a10 doors(which can be locked and controlled remotely)
Device machines do not sync over a network connection.


YoYorast Island V2 had working Devices that synced over the network, as long as everyone who was in the server was there when the device was pressed.
I have highlighted the part of your statement that proves mine. Device machines do not sync over a network connection. It is just a fact. Scripting does not substitute for the base netcode not supporting transmitting device machine information or status between client and server. You can script a close approximation using the biped-kill method with on-off devices but they are still not synced and more often than not prone to position errors like the one you just described.

Orangejuice wants to use both a device machine and trigger device to remotely control doors in what I assume is a key part of the gameplay for his multiplayer map and the fact that Device Machines do not sync will undoubtedly cause issues.


ChocolateNugget
Joined: Sep 29, 2007

im your #1 fan !!


Posted: Dec 30, 2011 01:57 PM    Msg. 102 of 126       
Very impressive. You should make an RP version as well.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jan 3, 2012 03:23 PM    Msg. 103 of 126       
Should the jail be underground, or should it be a complex?


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 3, 2012 03:35 PM    Msg. 104 of 126       
mmm, dungeon jail would be good aesthetically, but in a complex would be better gameplay-wise. My opinion.


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Jan 25, 2012 04:21 PM    Msg. 105 of 126       
Will animated scenery(that moves left or right, some in patterns) sync online?

And If so, how can I make scenery that flashes and disappears when shot?

 
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