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Author Topic: Come request magic lawlz of me (128 messages, Page 4 of 4)
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kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 26, 2011 11:13 PM    Msg. 106 of 128       
Quote: --- Original message by: Switchblade
Known issues (on your server) include: missing bodies(whats with all the stealth golems?!?), Random projectiles fom both teams (coming out of the wood work) and my personal favorite; all ai took turns meleeing me. XD

There should be invisible ones that cant do anything when your client; If they could shoot or something, yet couldn't be seen, report that. And could you explain this 'wood work'? You mean like my picture where the projectiles where staying for some reason? (I blame wizard on that, they worked perfectly in bloodgulch *shrug*) And can you explain how you feel AI meleeing you is an error?


Anyways, I'll probably make something out of these AI, everyone discuss amongst each other what is most lawlz worthy. Random stuff like AICTF, but make it more interesting than just that because it doesn't sound that fun or lawlz worthy.
http://25.media.tumblr.com/tumblr_lja7u0btYR1qibzqvo1_500.jpg
KIRABOSHI!


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Jun 26, 2011 11:55 PM    Msg. 107 of 128       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Switchblade
Known issues (on your server) include: missing bodies(whats with all the stealth golems?!?), Random projectiles fom both teams (coming out of the wood work) and my personal favorite; all ai took turns meleeing me. XD

There should be invisible ones that cant do anything when your client; If they could shoot or something, yet couldn't be seen, report that. And could you explain this 'wood work'? You mean like my picture where the projectiles where staying for some reason? (I blame wizard on that, they worked perfectly in bloodgulch *shrug*) And can you explain how you feel AI meleeing you is an error?


Anyways, I'll probably make something out of these AI, everyone discuss amongst each other what is most lawlz worthy. Random stuff like AICTF, but make it more interesting than just that because it doesn't sound that fun or lawlz worthy.
http://25.media.tumblr.com/tumblr_lja7u0btYR1qibzqvo1_500.jpg
KIRABOSHI!


It was the invivible ones that were attacking me my reticle turned red, i fired, it registered hits, complete with blood. Every other golem that attacked me seemed to have stealth in that when i shot sometimes their bodys would appear. The "wood work" meaning that some projectiles flew out of walls, the floor, the ceieling, and one golem seemed to be peeing plasma bolts. (weapon location issue?) Also the error seems to be in the fact that both teams' AI meleed me when i ran by.

Possible lols for this could be "attack rocks" and or random attacking scenery (omg Timber!!! *as a tree flattens a player*) seeing as you have functional health bars for these ais and they are definitely lethal.
Edited by Switchblade on Jun 26, 2011 at 11:56 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 27, 2011 12:34 AM    Msg. 108 of 128       
Quote: --- Original message by: Switchblade
It was the invivible ones that were attacking me my reticle turned red, i fired, it registered hits, complete with blood. Every other golem that attacked me seemed to have stealth in that when i shot sometimes their bodys would appear. The "wood work" meaning that some projectiles flew out of walls, the floor, the ceieling, and one golem seemed to be peeing plasma bolts. (weapon location issue?) Also the error seems to be in the fact that both teams' AI meleed me when i ran by.

if your rectile was going red, then they where your client fake ones that arent to interfer. the blood is something minor, but I guess I should use host testing to prevent them from being made on clients. And what do you mean their bodies appeared? they respawn 10 seconds after dying, so they where probably respawning, after all, there is 10 of them in that small map lol. The enemies would go to the ceiling. So, your saying shots where coming from where there was no visual (I know not all the rocks are spawning, but I believe there was enough that every AI had atleast 3)? And how exactly do you know that it was from the other team? anything that attacks you is a enemy, your indicator doesnt react to them since your not host.

Also, Why am I getting better test results from you than the actual people I talked to and asked to test for me? rawr. Im gonna toss the dedi back up for a while to check it out myself some more, come join if you want.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 27, 2011 01:06 AM    Msg. 109 of 128       
06.27.11 07:56:38 [script line 59] this is not a valid object name.: alock0 "crouch2" (playerz)) (vehicle_test_seat alock1 "crouch2" (playerz)) (vehicle_test_seat alock2 "crouch2" (playerz)) (vehicle_test_seat alock3 "crouch2" (playerz))

06.27.11 07:56:38 recompiling scripts after scenarios were merged.

06.27.11 07:56:38 this left parenthesis is unmatched.: (or (vehicle_test_seat alock0 "crouch2" (playerz)) (vehicle_test_seat alock1 "crouch2" (playerz)) (vehicle_test_seat alock2 "crouch2" (playerz)) (vehicle_test_seat alock3 "crouch2" (playerz))

WTF is this supposed to mean? From the MP armor lock script?


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 27, 2011 01:12 AM    Msg. 110 of 128       
http://www.xfire.com/video/494a38/

http://www.xfire.com/video/494a3b/

Because it's difficult for me to exactly report what I experienced properly, I filmed my escapades so that maybe you can figure out what happened and that stuff. Hope these help you figure out perfecting this Sync method.
Edited by DarkHalo003 on Jun 27, 2011 at 01:13 AM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 27, 2011 01:29 AM    Msg. 111 of 128       
Quote: --- Original message by: spartan314
06.27.11 07:56:38 [script line 59] this is not a valid object name.: alock0 "crouch2" (playerz)) (vehicle_test_seat alock1 "crouch2" (playerz)) (vehicle_test_seat alock2 "crouch2" (playerz)) (vehicle_test_seat alock3 "crouch2" (playerz))

06.27.11 07:56:38 recompiling scripts after scenarios were merged.

06.27.11 07:56:38 this left parenthesis is unmatched.: (or (vehicle_test_seat alock0 "crouch2" (playerz)) (vehicle_test_seat alock1 "crouch2" (playerz)) (vehicle_test_seat alock2 "crouch2" (playerz)) (vehicle_test_seat alock3 "crouch2" (playerz))

WTF is this supposed to mean? From the MP armor lock script?

It means you havent placed a object with that name, exactly as it says.

Quote: --- Original message by: DarkHalo003

http://www.xfire.com/video/494a38/

http://www.xfire.com/video/494a3b/

Because it's difficult for me to exactly report what I experienced properly, I filmed my escapades so that maybe you can figure out what happened and that stuff. Hope these help you figure out perfecting this Sync method.

Video 1, you notice how nothings happening with that guy you cant see? 12 seconds in when you died, note the shots coming from the sky. Some AI had preformed lunge, got on one of those sky ledges and shot you from there. The projectiles staying is strange, but I didnt notice it in bloodgulch at all, so I'll blame it on wizard. I can toss some host detection in which should completely eliminate the invisible guys even though they currently do no harm, and I guess ill do that in the next map. Second video around 30 seconds, the guy beside you melee'd you to dead.

Any other questions of whats happening at certain times?


Wesker
Joined: Jun 8, 2011

Your Future Hinges upon This Fight!!!


Posted: Jun 27, 2011 02:00 AM    Msg. 112 of 128       
lol golems? that really creative super cool!xD
i'm wondering though sentinels are basically guardians so what if we made different kinds of sentinels like land one or flying ones on a forerunner map where they spawn out of tunnels like halo 2 that will be a very cool coop level "
im also wondering if its possible to have cut scenes in multiplayer


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 27, 2011 04:36 AM    Msg. 113 of 128       
So where do I place the alock.vehicle in globals.globals?

E: Nevermind: After a while I figured it out but now whenever I go into armor lock I die. :(
Edited by spartan314 on Jun 27, 2011 at 04:59 AM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Jun 28, 2011 02:53 PM    Msg. 114 of 128       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Switchblade
It was the invivible ones that were attacking me my reticle turned red, i fired, it registered hits, complete with blood. Every other golem that attacked me seemed to have stealth in that when i shot sometimes their bodys would appear. The "wood work" meaning that some projectiles flew out of walls, the floor, the ceieling, and one golem seemed to be peeing plasma bolts. (weapon location issue?) Also the error seems to be in the fact that both teams' AI meleed me when i ran by.

if your rectile was going red, then they where your client fake ones that arent to interfer. the blood is something minor, but I guess I should use host testing to prevent them from being made on clients. And what do you mean their bodies appeared? they respawn 10 seconds after dying, so they where probably respawning, after all, there is 10 of them in that small map lol. The enemies would go to the ceiling. So, your saying shots where coming from where there was no visual (I know not all the rocks are spawning, but I believe there was enough that every AI had atleast 3)? And how exactly do you know that it was from the other team? anything that attacks you is a enemy, your indicator doesnt react to them since your not host.

Also, Why am I getting better test results from you than the actual people I talked to and asked to test for me? rawr. Im gonna toss the dedi back up for a while to check it out myself some more, come join if you want.


The ones on my team(the ones that ignored me when firing) meleed at me just as much as the enemy ai(the ones shooting at me). And yes, the rock visuals were kinda glitchy(do they have anything besides a gbx model? [collision geometry, etc?])

You get better results from people that tested via your server and tried testing every variable in most multiplayer games. (ie- Can you see the target close up/at a distance? Can you hit the target? Does the target respond to you attacking? Does it attack you firing/meleeing? ETC)


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 28, 2011 07:23 PM    Msg. 115 of 128       
Quote: --- Original message by: Switchblade
The ones on my team(the ones that ignored me when firing) meleed at me just as much as the enemy ai(the ones shooting at me). And yes, the rock visuals were kinda glitchy(do they have anything besides a gbx model? [collision geometry, etc?])

You get better results from people that tested via your server and tried testing every variable in most multiplayer games. (ie- Can you see the target close up/at a distance? Can you hit the target? Does the target respond to you attacking? Does it attack you firing/meleeing? ETC)

If your test was in bloodgulch, then it would of been when nobody freaking reported the bug I was afraid of happening happened, and fakes had a few identifiers on them. And how where the visuals glitchy? of course they wouldnt have collision, or else you'd hit those instead of the hosts AI, making deathless AI.

And you can see the targets as easily as you can see any vehicle. Clients at the moment dont have a mass they are hitting since its on the hosts computer. And they respond to your attacks the same as all my actor_varients do (because I use the same actor_varient for anything I make with AI) And it likes lunging thosands of feet, because thats what my actor_varient does. It responds the same as any AI, because it is just any AI with vehicles lobbed on it.


I'm thinking I might just have the host have animations, then make the client's AI braindead and drag him along where the hosts go and use him as the visual (since hes being dragged, he doesnt get correct animations. he'd get hurt animations, and idle basically.. but he'd probably play his idle animations in the middle of battle, oh well). that would fix the homing problems, aswell as people would stop complaining about the aperances of the Frankenstein elites and golems. After im done that, im planning to make some Coop boss battle map, what sorts of features do you want the boss to have? I've already made a basic arena to fight him in.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Jun 28, 2011 09:25 PM    Msg. 116 of 128       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Switchblade
The ones on my team(the ones that ignored me when firing) meleed at me just as much as the enemy ai(the ones shooting at me). And yes, the rock visuals were kinda glitchy(do they have anything besides a gbx model? [collision geometry, etc?])

You get better results from people that tested via your server and tried testing every variable in most multiplayer games. (ie- Can you see the target close up/at a distance? Can you hit the target? Does the target respond to you attacking? Does it attack you firing/meleeing? ETC)

If your test was in bloodgulch, then it would of been when nobody freaking reported the bug I was afraid of happening happened, and fakes had a few identifiers on them. And how where the visuals glitchy? of course they wouldnt have collision, or else you'd hit those instead of the hosts AI, making deathless AI.

And you can see the targets as easily as you can see any vehicle. Clients at the moment dont have a mass they are hitting since its on the hosts computer. And they respond to your attacks the same as all my actor_varients do (because I use the same actor_varient for anything I make with AI) And it likes lunging thosands of feet, because thats what my actor_varient does. It responds the same as any AI, because it is just any AI with vehicles lobbed on it.


I'm thinking I might just have the host have animations, then make the client's AI braindead and drag him along where the hosts go and use him as the visual (since hes being dragged, he doesnt get correct animations. he'd get hurt animations, and idle basically.. but he'd probably play his idle animations in the middle of battle, oh well). that would fix the homing problems, aswell as people would stop complaining about the aperances of the Frankenstein elites and golems. After im done that, im planning to make some Coop boss battle map, what sorts of features do you want the boss to have? I've already made a basic arena to fight him in.


The questions in parenthesis were retorical; more or less examples of the questions i ask myself during gameplay. As for the boss...something along the lines of master hand from smash bros, or maybe gravemind?


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Jun 29, 2011 02:17 PM    Msg. 117 of 128       
I say it should be 5x bigger than a hunter....and has to breathe fire and shoot lazers from it's toenails


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jun 29, 2011 10:06 PM    Msg. 118 of 128       
or or or OR orrrrrrr

you could make a version of area 54 with syncable ai and bless the land of halo custom edition with a super smexy ai filled multiplayer adventure XD


EDITED to put the XD at the end for epic-er XDness
Edited by Delicon20 on Jun 29, 2011 at 10:08 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 30, 2011 07:29 PM    Msg. 119 of 128       
Quote: --- Original message by: kirby_422
I'm thinking I might just have the host have animations, then make the client's AI braindead and drag him along where the hosts go and use him as the visual (since hes being dragged, he doesnt get correct animations. he'd get hurt animations, and idle basically.. but he'd probably play his idle animations in the middle of battle, oh well). that would fix the homing problems, aswell as people would stop complaining about the aperances of the Frankenstein elites and golems.

Had forgot why I hadn't done that yet. Because when the client runs his scripts, they are running for locally recreated things.. I cant move the client AI to the host sync object, because the client doesnt want to touch the hosts items. And if I made a client sync item... that would just break things. I knew there was some reason I did it the way I did (stupid hot summer and your brainkilling heat)

Quote: --- Original message by: Switchblade
As for the boss...something along the lines of master hand from smash bros, or maybe gravemind?

I didn't know being a tentacle monster or a giant hand was considered a feature *shrug*
I was talking about stuff like currently its planned that every minute or so, a random object will appear around the room and after 10 seconds if you don't destroy it, it starts powering him up (healers, attack changes, teleporting randomly, etc)


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 4, 2011 03:35 AM    Msg. 120 of 128       
Kirby, am I still doing something wrong, the lock.vehicle is in my globals, the scripts compiled successfully, but I'm still not going into armor lock...

All it does is have an armor lock inside the trigger..
http://www.xfire.com/video/49b754/


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 4, 2011 12:52 PM    Msg. 121 of 128       
Quote: --- Original message by: spartan314
Kirby, am I still doing something wrong, the lock.vehicle is in my globals, the scripts compiled successfully, but I'm still not going into armor lock...

All it does is have an armor lock inside the trigger..
http://www.xfire.com/video/49b754/

it should of been fairly obvious when you attacked it and it didnt offer to let you enter. You still haven't added crouch2 to the animations. I told you that on xfire. open your characters animations, duplicate crouch, name it crouch2, make enter and exit crouch unarmed idle.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 4, 2011 04:02 PM    Msg. 122 of 128       
oooh, *facepalm* right...
My bad..

But now here's what happens:
http://www.xfire.com/video/49c0c4/

E:
Quote: --- Original message by: Amazingcuziam
Quote: --- Original message by: spartan314
So.... has anyone thought up of a way to make two separate guns on a vehicle controlled by two separate people?

I'v already said this multiple times, but noone has taken the time to try it.
Script a passenger seat (FP, or 3P depending on what it is) to force the player to pickup a weapon (as a third gun.) and drop it when he exits. Donno if it works though, 'cause nobody has tried, and I donno how to script.


How about it Kirbs?
Edited by spartan314 on Jul 13, 2011 at 03:56 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 18, 2011 06:24 PM    Msg. 123 of 128       


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 18, 2011 06:47 PM    Msg. 124 of 128       
idgi


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Jul 18, 2011 10:28 PM    Msg. 125 of 128       
animation mod much?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 18, 2011 10:35 PM    Msg. 126 of 128       
Nope, I can do that on any stock unmodded map, I just need access to devmode.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jul 24, 2011 12:11 AM    Msg. 127 of 128       
Quote: --- Original message by: Spartan314
Quote: --- Original message by: Amazingcuziam
Quote: --- Original message by: spartan314
So.... has anyone thought up of a way to make two separate guns on a vehicle controlled by two separate people?

I'v already said this multiple times, but noone has taken the time to try it.
Script a passenger seat (FP, or 3P depending on what it is) to force the player to pickup a weapon (as a third gun.) and drop it when he exits. Donno if it works though, 'cause nobody has tried, and I donno how to script.


How about it Kirbs?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 24, 2011 12:29 AM    Msg. 128 of 128       
Why not just give the player a third weapon, with a weapon label that he cant use while standing or crouching, make your own variant of w-passenger, which the only weapon label it has is that weapon?.. poof, problem solved.

 
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