
sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Oct 23, 2010 12:26 PM
Msg. 36 of 92
im a fan of this map series cant wait for release good luck
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Oct 23, 2010 01:05 PM
Msg. 37 of 92
Quote: --- Original message by: sUpErSpArTan108 im a fan of this map series cant wait for release good luck The release may be delayed abit cause I keep getting Gathering Exception Data when I play the map
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Oct 23, 2010 02:02 PM
Msg. 38 of 92
Quote: --- Original message by: forrestkeller1 The release may be delayed abit cause I keep getting Gathering Exception Data when I play the map Check for corrupted weapons or bipeds. Stuff like that.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Oct 23, 2010 02:21 PM
Msg. 39 of 92
Quote: --- Original message by: Echo77Quote: --- Original message by: forrestkeller1 The release may be delayed abit cause I keep getting Gathering Exception Data when I play the map Check for corrupted weapons or bipeds. Stuff like that. I did but I think it's that one guys improved AI thing
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Oct 23, 2010 03:20 PM
Msg. 40 of 92
Quote: --- Original message by: assassinchief106 You mean Gnademassica's? Yes the tags had to extracted from a map meaning they can easily be corrupted
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 23, 2010 03:33 PM
Msg. 41 of 92
Quote: --- Original message by: forrestkeller1Quote: --- Original message by: Skyancez3o4 sad to hear, I actually liked this map and Im looking forward to see this finished. I wish I could help but I can't seem to do anything here. :( (The one thing I regret even though I watched several tuts) I am starting to work on it agian, I'm trying to learn scripting so I can make AI smarter by using ai_magically_see (encounter) Scripting alone cannot make AI smarter. Neither can improved AI tags. What matters the most is HOW you set up the AI.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Oct 23, 2010 03:51 PM
Msg. 42 of 92
Quote: --- Original message by: Gamma927Quote: --- Original message by: forrestkeller1Quote: --- Original message by: Skyancez3o4 sad to hear, I actually liked this map and Im looking forward to see this finished. I wish I could help but I can't seem to do anything here. :( (The one thing I regret even though I watched several tuts) I am starting to work on it agian, I'm trying to learn scripting so I can make AI smarter by using ai_magically_see (encounter) Scripting alone cannot make AI smarter. Neither can improved AI tags. What matters the most is HOW you set up the AI. What about scenery placement? Don't AI hide behind objects? If they do, having the proper scenery in the right place might also help.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Oct 24, 2010 10:31 AM
Msg. 43 of 92
I need so me help making a switch to swap bsp and have different AI attached with a different bsp index, I kinda got it in a script here is what the script looks like Quote: (global "boolean" switch_bsp false )
(script static "unit" player0 (unit (list_get (players )0 ))) ) (script static "unit" player1 (unit (list_get (players )1 ))) ) (script static "short" player_count (list_count (players ))) ) (script continuous box_killer (begin (if (= (volume_test_object deathbox (list_get (players) 0)) true) (begin (unit_kill (unit (list_get (players) 0))) ) ) (if (= (volume_test_object deathbox (list_get (players) 1)) true) (begin (unit_kill (unit (list_get (players) 1))) ) ) (if (= (volume_test_object deathbox (list_get (players) 2)) true) (begin (unit_kill (unit (list_get (players) 2))) ) ) (if (= (volume_test_object deathbox (list_get (players) 3)) true) (begin (unit_kill (unit (list_get (players) 3))) ) ) (if (= (volume_test_object deathbox (list_get (players) 4)) true) (begin (unit_kill (unit (list_get (players) 4))) ) ) (if (= (volume_test_object deathbox (list_get (players) 5)) true) (begin (unit_kill (unit (list_get (players) 5))) ) ) (if (= (volume_test_object deathbox (list_get (players) 6)) true) (begin (unit_kill (unit (list_get (players) 6))) ) ) (if (= (volume_test_object deathbox (list_get (players) 7)) true) (begin (unit_kill (unit (list_get (players) 7))) ) ) (if (= (volume_test_object deathbox (list_get (players) 8)) true) (begin (unit_kill (unit (list_get (players) 8))) ) ) (if (= (volume_test_object deathbox (list_get (players) 9)) true) (begin (unit_kill (unit (list_get (players) 9))) ) ) (if (= (volume_test_object deathbox (list_get (players) 10)) true) (begin (unit_kill (unit (list_get (players) 10))) ) ) (if (= (volume_test_object deathbox (list_get (players) 11)) true) (begin (unit_kill (unit (list_get (players) 11))) ) ) (if (= (volume_test_object deathbox (list_get (players) 12)) true) (begin (unit_kill (unit (list_get (players) 12))) ) ) (if (= (volume_test_object deathbox (list_get (players) 13)) true) (begin (unit_kill (unit (list_get (players) 13))) ) ) (if (= (volume_test_object deathbox (list_get (players) 14)) true) (begin (unit_kill (unit (list_get (players) 14))) ) ) (if (= (volume_test_object deathbox (list_get (players) 15)) true) (begin (unit_kill (unit (list_get (players) 15))) ) ) ) ) (script continuous weapon_spawn (object_create smg1) (object_create smg2) (object_create smg3) (object_create smg4) (object_create smg5) (object_create smg6) (object_create smg7) (object_create smg8) (object_create br1) (object_create br2) (object_create br3) (object_create br4) (object_create br5) (object_create br6) (object_create br7) (object_create br8) (object_create br9) (object_create br10) (object_create br11) (object_create br12) (object_create br13) (object_create br14) (object_create br15) (object_create br16) (object_create ar1) (object_create ar2) (object_create ar3) (object_create ar4) (object_create ar5) (object_create ar6) (object_create ar7) (object_create ar8) (object_create ar9) (object_create ar10) (object_create ar11) (object_create ar12) (object_create ar13) (object_create ar14) (object_create ar15) (object_create ar16) (object_create rl1) (object_create rl2) (object_create rl3) (object_create sr1) (object_create sl1) (object_create sl2) (object_create pistol1) (object_create pistol2) (object_create pistol3) (object_create pistol4) ) (script static "void" ai_encounter (ai_attack Marines) (ai_attack Marines_2) (ai_attack Covenant) (ai_attack Covenant_2) (ai_set_return_state Marines search) (ai_set_return_state Covenant search) (ai_magically_see_encounter Marines Covenant) (ai_magically_see_encounter Covenant Marines) ) (script dormant bsp_2_ai (ai_attack bsp2_covenant (ai_attack bsp2_marines (ai_attack bsp2_covenant_2 (ai_attack bsp2_marines_2 (ai_set_return_state bsp2_Marines search) (ai_set_return_state bsp2_Covenant search) (ai_magically_see_encounter bsp2_Marines Covenant) (ai_magically_see_encounter bsp2_Covenant Marines) ) (script dormant dam_effect (begin (sleep_until (volume_test_objects dam1 (players)) 0) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 1) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 2) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 3) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 4) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 5) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 6) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 7) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 8) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 9) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 10) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 11) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 12) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 13) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 14) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) (sleep_until (volume_test_objects dam1 (players)) 15) (damage_object "levels\asis\biped_kill" effect) (sleep 1200) ) ) (script dormant switch_bsp (wake dam_effect) (if (= (unit_get_health jackal) 0) (begin (switch_bsp asis_night) (sleep 30) ) ) (script static "void" switch_bsp_ai (if (= (volume_test_object ai_begin (list_get (players) 0)) true) (begin (object_create_anew hidden_control_panel) (object_teleport hidden_control_panel tele_flag_1) (wake switch_bsp) (sleep 120) (hud_set_objective_text countdown_start ) (show_hud_help_text true ) (hud_set_help_text countdown_end ) (sleep 120 )(show_hud_help_text false )) (object_destroy jackal) (sleep 90) (unit_kill (unit (list_get (players) 0))) (ai_kill Marines) (ai_kill Marines_2) (ai_kill Covenant) (ai_kill Covenant_2) (ai_erase Marines) (ai_erase Marines_2) (ai_erase Covenant) (ai_erase Covenant_2) (ai_place bsp2_covenant (ai_place bsp2_marines (ai_place bsp2_covenant_2 (ai_place bsp2_marines_2 (wake bsp_2_ai ) )
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Oct 25, 2010 07:03 PM
Msg. 44 of 92
Is the second bsp the covenant ship?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Oct 25, 2010 07:09 PM
Msg. 45 of 92
Your static units at the beginning are useless. Since you refer to each player individually later, they're unreferenced. Your weapon spawns continuously create the objects, so even if they aren't being affected, they'd still be recreated over and over. Your ai_set_return_state commands are useless, as they're only used once, and could be set up in the squads for the AI initially without requiring a script. Your switch_bsp dormant doesn't work, as you never call (wake switch_bsp), so the command is never referenced. It also has the same name as the switch_bsp command, which probably won't compile (not sure about this though). You forget to close the parentheses for quite a few of the commands at the bottom of the script, and using ai_kill and ai_erase right after each other is redundant. You also don't have a bsp_2_ai command, so that command won't reference anything, resulting in a compilation error.
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Oct 30, 2010 11:25 PM
Msg. 46 of 92
man dude this map i bet is gonna be awesome
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Oct 31, 2010 06:28 PM
Msg. 47 of 92
Quote: --- Original message by: Gamma927 Your static units at the beginning are useless. Since you refer to each player individually later, they're unreferenced. Your weapon spawns continuously create the objects, so even if they aren't being affected, they'd still be recreated over and over. Your ai_set_return_state commands are useless, as they're only used once, and could be set up in the squads for the AI initially without requiring a script. Your switch_bsp dormant doesn't work, as you never call (wake switch_bsp), so the command is never referenced. It also has the same name as the switch_bsp command, which probably won't compile (not sure about this though). You forget to close the parentheses for quite a few of the commands at the bottom of the script, and using ai_kill and ai_erase right after each other is redundant. You also don't have a bsp_2_ai command, so that command won't reference anything, resulting in a compilation error. Most of the commands are tests and most likely won't be included, I just need to figure out how to make it where you press a switch and it switches the bsp, kills the player or teleports him then spawns AI that have there bsp index set to the second bsp
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 1, 2010 09:43 PM
Msg. 48 of 92
sweet there is finally a perfect halo 3 ai map Edited by sUpErSpArTan108 on Nov 1, 2010 at 09:44 PM
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Nov 1, 2010 11:33 PM
Msg. 49 of 92
saaay, is the second BSP a covenant ship?
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Nov 2, 2010 02:48 AM
Msg. 50 of 92
Quote: --- Original message by: Skyancez3o4 saaay, is the second BSP a covenant ship? Yes it is but I need a BSP and something to delete the AI of BSP 1 and create AI in BSP 2 and then teleport the player to a flag
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 3, 2010 07:36 PM
Msg. 51 of 92
hey forrestkeller1 where do you get the tags ImBrokeRU or sumthin?
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Nov 3, 2010 10:35 PM
Msg. 52 of 92
Quote: --- Original message by: sUpErSpArTan108 hey forrestkeller1 where do you get the tags ImBrokeRU or sumthin? Jesse, friends of him, or from maps
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 4, 2010 08:20 PM
Msg. 53 of 92
Nice and also you should put in Halo Reach weapons
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Nov 4, 2010 08:46 PM
Msg. 54 of 92
Quote: --- Original message by: sUpErSpArTan108 Nice and also you should put in Halo Reach weapons I do not have any Reach weapons, or atleast good ones
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Nov 5, 2010 06:55 PM
Msg. 55 of 92
When do you think this will be done? It looks 90% from the screen shots.
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 5, 2010 09:35 PM
Msg. 56 of 92
forrestkeller1 is it ok if a get a copy so i can tell you what to fix from a players perspective?
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 14, 2010 10:33 PM
Msg. 57 of 92
Quote: --- Original message by: Sciophobiarangerlooks great! you should make it less laggy in the older ones it lagged alot, For a example of a ai map i made this script i made trigger volumes and etc and the map ran much more smoother Quote: (script startup 29 (sleep_until (= (ai_living_count flood1) 1) 15) (ai_place grunt1) (ai_place flood2) (show_hud_help_text true) (hud_set_objective_text obj2) (hud_set_help_text obj2) (sleep 150) (show_hud_help_text false) (game_save_no_timeout) )
(script startup nav1 (sleep_until (= (ai_living_count flood1) 0) 15) )
(script startup basicsript2 (sleep_until (volume_test_objects 1 (players))15) ) (script startup nav2 (sleep_until (volume_test_objects 1 (players))15) (ai_place elitenav1) (show_hud_help_text true) (hud_set_objective_text obj3) (hud_set_help_text obj3) (sleep 150) (show_hud_help_text false) (game_save_no_timeout) )
(script startup nav3 (sleep_until (volume_test_objects 2 (players))15) (switch_bsp 1) (ai_place elites3) ) i agree with him the other lagged like crap so try to lower the ai in the map like for example put atleast 8 ai in each part insinde and rest on the main part
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Nov 14, 2010 11:02 PM
Msg. 58 of 92
Speaking of AI, they spawn randomly so if you keep killing in one particular spot, they will all spawn in the other area which gets boring so if you can fix this, it would be less frustrating to travel from the exterior to the interior. Edited by Skyancez3o4 on Nov 14, 2010 at 11:03 PM
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Nov 15, 2010 05:24 PM
Msg. 59 of 92
Quote: --- Original message by: Skyancez3o4
Speaking of AI, they spawn randomly so if you keep killing in one particular spot, they will all spawn in the other area which gets boring so if you can fix this, it would be less frustrating to travel from the exterior to the interior. Edited by Skyancez3o4 on Nov 14, 2010 at 11:03 PM I changed it to there are 2 separate AI Encounters, one on the exterior the other in the interior
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 18, 2010 09:05 PM
Msg. 60 of 92
also make sure the same ai that were on the roof at start spawn there again instead of them changing to a different spot because it overflows the other spot and it makes a craptload of lag plus the you need to put a death barrier on the side so the player does not get stuck on the sides and start over
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Nov 23, 2010 10:05 PM
Msg. 61 of 92
what i ment is that they dont have to pause then restart game or u can jut put an invisible wall on the sides so they cant fall out
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Dec 5, 2010 07:11 PM
Msg. 62 of 92
Quote: --- Original message by: Sciophobiaranger how did you get the jackals shields to change into the pickup ones i tried that but it didnt work right Jackal Shields Tags http://hce.halomaps.org/index.cfm?fid=2518
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Dec 7, 2010 11:40 AM
Msg. 63 of 92
Sorry I haven't show any updates but production has bein paused for a short while cause real-life stuff has gotten me busy
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Dec 7, 2010 11:41 AM
Msg. 64 of 92
That's alright. Still lookin' good! 
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Dec 7, 2010 09:39 PM
Msg. 65 of 92
Quote: --- Original message by: MoooseGuyThat's alright. Still lookin' good! 
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Dec 8, 2010 12:11 AM
Msg. 66 of 92
Quote: --- Original message by: Carter 151 I'm already dreaming about the day this map comes out. also dreaming and wishing for h3 scout armor and odst helmet biped to release...(sigh) THE BOLD= ME TOO :)
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sUpErSpArTan108
Joined: Aug 9, 2010
I will pwn you in halo 3
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Posted: Dec 8, 2010 11:14 PM
Msg. 67 of 92
im urged to play this map
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: Dec 9, 2010 01:32 AM
Msg. 68 of 92
imo all Halo 3 Spartan armour perms are stupid, except for the mark 5/6, eva and recon.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Dec 9, 2010 03:04 AM
Msg. 69 of 92
Quote: --- Original message by: Carter 151 I'm already dreaming about the day this map comes out. also dreaming and wishing for h3 sout armor and odst helmet biped to release...(sigh) Ask Shadowslayer. He has the means. 
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: Dec 9, 2010 07:19 PM
Msg. 70 of 92
Quote: --- Original message by: Carter 151 Thanks Mooseguy, I will. Tell me how that works out cause i would really like the scout armor.
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