
Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 18, 2011 06:07 PM
Msg. 106 of 290
Quote: --- Original message by: SlappyThePirate 'Set points'.. you mean nav points, for remaining (stuck) ai? Basically.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 18, 2011 07:21 PM
Msg. 107 of 290
Er, just help out, and don't be an ass. Dwood, you can attach a nav point to an object/unit with activate_nav_point_object. You'll use the (unit (list_get (ai_actors ENCOUNTER/SQUAD) 0)) to reference the one unit. How are you figuring out if the ai is stuck?
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lemarr
Joined: May 6, 2011
Surprisingly, I don't take archery
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Posted: May 18, 2011 07:46 PM
Msg. 108 of 290
Quote: --- Original message by: SlappyThePirate Er, just help out, and don't be an ass. Dwood, you can attach a nav point to an object/unit with activate_nav_point_object. You'll use the (unit (list_get (ai_actors ENCOUNTER/SQUAD) 0)) to reference the one unit. How are you figuring out if the ai is stuck? When not game_all_quiet for 10 seconds and game_safe_to_speak. -Archer1
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ahmedhalo
Joined: May 17, 2011
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Posted: May 20, 2011 08:52 AM
Msg. 109 of 290
good luck
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: May 20, 2011 08:04 PM
Msg. 110 of 290
My baby! It's so close  Dwood deserves a night with my girlfriend for this. XD I'm amazed and grateful for the work that has been put into this, and I can't wait for it to be completed. Thank you so much! As always, keep it cool HaloMaps. 
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 26, 2011 09:49 PM
Msg. 111 of 290
Thanks Moose!
Six days until release. How do you all feel?
Also Jesse talk to me on xfire before release or I'm leaving out some visual issues with a few ammo meters.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: May 26, 2011 09:59 PM
Msg. 112 of 290
I assume it's ready for release?
Make it as good as possible!
I'll be looking foreword to this!
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 26, 2011 10:11 PM
Msg. 113 of 290
Quote: --- Original message by: Dwood Six days until release. How do you all feel?
Well, I literally jost said OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Thumbs up to Moose and Dwood. Thanks for Firefight Descent. Xoro
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 27, 2011 01:36 AM
Msg. 114 of 290
My life high a new up. (or was it high?) XD
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: May 27, 2011 01:59 AM
Msg. 115 of 290
I can't wait for this :) It looks good....no, scratch that, it looks REALLY REALLY REALLY Good :D
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: May 27, 2011 05:36 PM
Msg. 116 of 290
Hell yes! I'm so glad, I saw Moose's xfire vids, I can't wait. I hope it turns out well. I actually miss Moose, he was one of the first people on my thread when I first joined.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: May 27, 2011 05:40 PM
Msg. 117 of 290
Quote: --- Original message by: Petera275 Hell yes! I'm so glad, I saw Moose's xfire vids, I can't wait. I hope it turns out well. I actually miss Moose, he was one of the first people on my thread when I first joined. Same...
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: May 28, 2011 04:30 AM
Msg. 118 of 290
Quote: --- Original message by: idltpQuote: --- Original message by: Petera275 I actually miss Moose I miss Daniel. -Zekilk
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 28, 2011 05:33 PM
Msg. 119 of 290
 Edited by Dwood on May 28, 2011 at 05:39 PMEdited by Dwood on May 28, 2011 at 05:41 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: May 28, 2011 05:52 PM
Msg. 120 of 290
Quote: --- Original message by: Dwood Edited by Dwood on May 28, 2011 at 05:39 PMEdited by Dwood on May 28, 2011 at 05:41 PM These look like all of the other pictures shown in the past. I'm not sure what your trying to show...?
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: May 28, 2011 05:58 PM
Msg. 121 of 290
Thanks for quoting massive pictures right after the original post. Anyways, these are just showing again that this map is coming soon, but in this case, it also signifies that the project is only days away from release. I'm very excited for this I again thank Dwood and everyone else for their support in this. Oh, and by the way, I miss you guys too. Keep it cool HaloMaps! 
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 28, 2011 06:24 PM
Msg. 122 of 290
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 28, 2011 07:34 PM
Msg. 123 of 290
Firefight, Round Start, Good Luck On.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 31, 2011 05:08 PM
Msg. 124 of 290
Release delayed until: Quote: 05.31.11 15:06:35 local player 0, weapon (0x0), deleted unexpectedly 05.31.11 15:06:37 EAX: 0x00000001 05.31.11 15:06:37 EBX: 0x00000001 05.31.11 15:06:37 ECX: 0x00000000 05.31.11 15:06:37 EDX: 0x00000000 05.31.11 15:06:37 EDI: 0x0018E2C0 05.31.11 15:06:37 ESI: 0x00000000 05.31.11 15:06:37 EBP: 0x0018E198 05.31.11 15:06:37 ESP: 0x0018E188 05.31.11 15:06:37 EIP: 0x77040BD2, 83 C4 04 C2 ????? 05.31.11 15:06:37 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#2419: group_tag==NONE || tag_group_get(group_tag)
Fixes itself.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 31, 2011 07:00 PM
Msg. 125 of 290
aw
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 31, 2011 07:12 PM
Msg. 126 of 290
Time for process of elimination....
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jun 1, 2011 12:56 AM
Msg. 127 of 290
So in the meantime of bugfixes, things family requires me to do tomorrow and final revisions, plus when I get sapien to work again, Moose will approve the map before I upload it to Halomaps. Because of the error it's looking like I will have to delay the map about a day, maybe two. In the meantime: here's some things you may not know about Halo.
- The encounters of Halo are all made such that they can be different. This is most evident on the bridges on the b40 level- each time we play the map the grunts may be in different positions. This is because of the squad features for ai. In the scenario you place the encounter/squad and then the spawn points.
The next critical piece is the 'normal diff count' and the 'insane diff count' of the squad. Basically, in order to have a random squad you place more spawn points than you set for the 'diff counts' so basically on any given ai encounter there are more spawn points placed than there are ai set to spawn, and the engine on its own fairly randomly picks which ones to spawn.
Building off that point, in the dropships and the gravlifts, the previous principle is applied.
- Another thing is about Firing position placement. Ai can handle themselves if you give them the guarding at guard position state as spawn and return states. This way they will actively search you out. I have another system in my mind that would work more effectively but would stretch the map development time probably another month longer.
Anyway, when you place firing positions think of them as guidelines. Ai will comfortably pathfind themselves over surprisingly long distances without messing up. The trick is: Where you do think an intelligent ai will gravitate towards in the heat of a battle?
Without any pictures from sapien, think about it. The developers of Halo made the ai very competent on their own. We are simply given Firing positions not to make it easier for the ai to pathfind, but rather, to give the ai logical places to go... Firing positions have those checkboxes for a reason: To divide certain places up by priority, for story and to make the encounter more convincing.
With more time (think 1 month's worth dedicated solely to this map) I would subdivide the map into separate sections and encounters so that the ai would behave and go to different places based on where the player is, how much health the overall ai have etc.
This way, say if there were straggling ai up at the edges of the bowl and I want them to be aggressive, I would set the ai to an aggressive encounter with specialized firing positions for that portion of the map that would make a slight increase in intensity of the map, but one well worth the increase because the ai would be more believable.
This point wasn't conveyed as well as I would have liked but I hope someone learns from these thoughts and comes up with their own ideas. Basically if you're doing a firefight like me and have 1 main squad in which all the ai get merged into for better management like I have them, then you're going to want to use at the very least, some common sense: Over flat ground and wider areas, all you need is a kind of web that's spread apart. If there's a rock or some structure that the ai could hide behind if they needed to, have a concentration of FP's around that rock.
Don't just spam firing positions like they're icing for a bsp/cake like a certain kid whom I and Higuy apprehended for doing so.
Halo Script has the ability to give you random numbers. Use this ability. For the dropships, there's a window of time for the ai to jump out, and I have it so that the ai will drop out at any given time inside this window of time. Sometimes they'll jump the second the doors to the ships open up, others they'll wait a second or two and then jump, or they may even jump out right before the doors close.
This, I believe, gives the map some unique character, something that makes it stand just that little inch higher above the rest.
I was contemplating doing something drastic with the map, via open sauce that would significantly increase the capabilities in the map, and here's how i'd do it. The basic requirement is that were you to code this you would need to have the structures for the ai actor and actor variant tags mapped out (thanks to OS_Tool), and able to retrieve the tag you want from memory via the tag's name and datum index.
Basically the idea was to have a bunch of globals and some widgets. The widgets would modify the values of the globals or something like that. Then you'd click apply and the apply widget button would call an open-sauce function which would then modify the ai accordingly. Basically the idea would allow skulls and Halo-Reach type FireFight.
But alas that would add a week to the timeslot.
Anyway, there's even more features that deal with scripting that I want to talk about and am EXTREMELY EXCITED to announce and have chats about. I have not seen anyone use any of these methods or features, and if you implement them into an already pretty-dang-good-mod/map they can add an astounding amount of polish.
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Jun 1, 2011 01:33 AM
Msg. 128 of 290
A Mouthful of halo knowledge that I didn't completely understand but I trust that Dwood will make this an epic map :)
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Scott
Joined: Apr 4, 2005
No.
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Posted: Jun 1, 2011 03:02 AM
Msg. 129 of 290
Havnt seen rain in a map since "Prime"
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Jun 1, 2011 08:30 AM
Msg. 130 of 290
Quote: --- Original message by: L0d3x I'm glad you're not using open sauce though. However the "excuse" that that feature would add AN ENTIRE WEEK to your development time is absolutely ridiculous. If it's such a great feature and most users wouldn't mind using Open Sauce, then I'm sure people wouldn't mind the ENTIRE extra week. Edited by L0d3x on Jun 1, 2011 at 06:29 AM How does that work exactly? I mean Open Sause basically opens up the engine so that you can edit it with some restrictions of course so how can others run the map using an unaltered blam engine? -Zekilk
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jun 1, 2011 08:49 AM
Msg. 131 of 290
I'm talking a week in development hours, not a physical week.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jun 1, 2011 08:59 AM
Msg. 132 of 290
Quote: --- Original message by: L0d3x E: Some of the "Skulls" effects could just be incorporated into the map by making some edited actor variant tags, making new squads for them, and placing these squads instead of the default ones if a certain global is set to true. Edited by L0d3x on Jun 1, 2011 at 08:52 AM I know about that, but at that point it's just tag spam. And second, if I made OS Features for the map they would be integrated without making OS required. They wouldn't be able to be utilized, however, without the dll obviously. And Third, I literally do not have the time to spend on this map any longer. There is a reason I have to release the map at the latest, this Sunday or pass it on. Once I build the final version it will be handed to moose, and will either be approved by him for release or handed off to someone else.
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Skyancez3o4
Joined: Apr 6, 2010
I miss CE
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Posted: Jun 1, 2011 07:23 PM
Msg. 133 of 290
Quote: --- Original message by: goldkilla88 Its June 1st. Release. :D
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Jun 1, 2011 09:05 PM
Msg. 134 of 290
there seems to be a problem,there is no download link 
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jun 1, 2011 09:28 PM
Msg. 135 of 290
Quote: --- Original message by: goldkilla88 Are you even on today Dwood? Because I bet alot of people want to bust your ass right now. It's apparently Dwoods bday according to modacity, so I would suspect him to be on if hes doing something else concerning that...
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jun 1, 2011 09:43 PM
Msg. 136 of 290
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milkkookie
Joined: Aug 10, 2010
:)
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Posted: Jun 1, 2011 09:46 PM
Msg. 137 of 290
in the womb haha that made my daY Edited by milkkookie on Jun 1, 2011 at 09:52 PM
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Jun 1, 2011 10:41 PM
Msg. 138 of 290
Moose you should have CE installed just so you can pop in just for a bit, It will be lonely :(
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: Jun 1, 2011 10:59 PM
Msg. 139 of 290
LOVE YOU TOO MOOOSE <3 message me on fb <3
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 2, 2011 12:13 AM
Msg. 140 of 290
God dang I hate setbacks... 
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