
Jobalisk
Joined: Feb 8, 2014
The haiku master。
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Posted: May 21, 2015 04:00 PM
Msg. 666 of 912
Quote: --- Original message by: KF7ZSE ...Bump...Is this project still alive? Quote: --- Original message by: MatthewDratt I put in another rock today This is progress people!
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 22, 2015 12:00 PM
Msg. 667 of 912
Should I include cut out dialog? Or would you like this to take even longer and possible have an option to turn cut dialog on/off? There isn't much but it's enough to probably notice if you've played Sierra already. Edited by MatthewDratt on May 22, 2015 at 12:01 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 22, 2015 12:20 PM
Msg. 668 of 912
Quote: --- Original message by: MatthewDratt
Should I include cut out dialog? Or would you like this to take even longer and possible have an option to turn cut dialog on/off? There isn't much but it's enough to probably notice if you've played Sierra already. Edited by MatthewDratt on May 22, 2015 at 12:01 PM Leave the dialog in. Plze.
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Docer
Joined: Jul 10, 2014
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Posted: May 22, 2015 05:49 PM
Msg. 669 of 912
Yep I'd like with dialog.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 22, 2015 08:03 PM
Msg. 670 of 912
You all mean the cut out dialog right? I'll include the normal dialog
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: May 23, 2015 07:45 AM
Msg. 671 of 912
Quote: --- Original message by: MatthewDratt You all mean the cut out dialog right? I'll include the normal dialog keep the dialog don t cut it
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: May 23, 2015 09:06 AM
Msg. 672 of 912
If you could include cut dialog and animate some of the cut cutscenes that would be sweet. Why not make it somewhat different
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 23, 2015 11:06 AM
Msg. 673 of 912
Quote: --- Original message by: killzone64 If you could include cut dialog and animate some of the cut cutscenes that would be sweet. Why not make it somewhat different Theres only 1 cut cutscene and its pretty dumb so I probably wont include it
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: May 23, 2015 12:28 PM
Msg. 674 of 912
Quote: --- Original message by: MatthewDrattQuote: --- Original message by: killzone64 If you could include cut dialog and animate some of the cut cutscenes that would be sweet. Why not make it somewhat different Theres only 1 cut cutscene and its pretty dumb so I probably wont include it Why not?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 23, 2015 01:21 PM
Msg. 675 of 912
Quote: --- Original message by: 1bobsam1Quote: --- Original message by: MatthewDrattQuote: --- Original message by: killzone64 If you could include cut dialog and animate some of the cut cutscenes that would be sweet. Why not make it somewhat different Theres only 1 cut cutscene and its pretty dumb so I probably wont include it Why not? "BRUTE WITH POWER ARMOR" (shows brute with power armor) its dumb and I can see why it was cut
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: May 23, 2015 02:26 PM
Msg. 676 of 912
that's funny
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1bobsam1
Joined: Mar 18, 2010
I win. You lose.
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Posted: May 23, 2015 05:59 PM
Msg. 677 of 912
Quote: --- Original message by: MatthewDratt "BRUTE WITH POWER ARMOR"
(shows brute with power armor)
its dumb and I can see why it was cut Oh, I thought you were talking about the retail cutscenes.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 24, 2015 10:53 AM
Msg. 678 of 912
Hmmm. If your going to cut stuff matt, I think it would be pretty decent if you added it in an out-takes kinda BTS shoot then plug it in to CE3 2015 and have slow bullet comment on it.
(Should slow bullets "Yay's!" replace the current Grunt b'day party sound effect?)
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 24, 2015 11:59 AM
Msg. 679 of 912
I'm not going to cut stuff. I was talking about putting cut stuff in.
Neither mind
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 24, 2015 12:04 PM
Msg. 680 of 912
Still would be cool to have any kind of out-take type section for CE3. It would be comedy gold plus it let's us know you are all human and not hypeanoids.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 24, 2015 10:31 PM
Msg. 681 of 912
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: May 24, 2015 11:07 PM
Msg. 682 of 912
well when they're indistinguishable with the actual show
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 26, 2015 02:03 PM
Msg. 683 of 912
New QA about this project:
Is it still in the works? Yes
How much longer? Yes
Can you show us stuff? CE3
Will it be 100% accurate? No. Trees are placed and scaled manually. And there is no way I'll be able to grab every bit of plant and place it in. Some aren't even extractable.
Will you include the opening cutscene? This is still being tested and debated. No definite answer yet.
Can I have a beta? No
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 26, 2015 02:21 PM
Msg. 684 of 912
Quote: --- Original message by: MatthewDratt New QA about this project:
Is it still in the works? Yes
How much longer? Yes
Can you show us stuff? CE3
Will it be 100% accurate? No. Trees are placed and scaled manually. And there is no way I'll be able to grab every bit of plant and place it in. Some aren't even extractable.
Will you include the opening cutscene? This is still being tested and debated. No definite answer yet.
Can I have a beta? No Wow a FAQ which answered all my questions for once. Also will it have legit sky?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 26, 2015 09:04 PM
Msg. 685 of 912
If someone can get grunt birthday party effect to work, Ill add optional skulls. Edited by MatthewDratt on May 27, 2015 at 12:52 AM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 27, 2015 01:45 PM
Msg. 686 of 912
Hmm might take a little look at it. Btw which party fx? Reach or h4? I can't remember h3's one.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: May 27, 2015 02:09 PM
Msg. 687 of 912
Quote: --- Original message by: MatthewDratt If someone can get grunt birthday party effect to work, Ill add optional skulls. Thats where grunts explode if shot in the head, right? You're not gonna use shields on the grunts for anything else, right? (since grunts dont directly have energy shields). Apply shield to head, have only the head cause shield damage, every other body part skips shield damage. (global ai curr_enc encounter1/grunts) (global short num 1) (global unit grunt_hook none) (script static void party_time (if (and (!= (unit_get_health grunt_hook) -1) (= (unit_get_shield grunt_hook) 0)) (effect_new_on_object_marker "effects\grunt_parties" grunt_hook "head") ) ) (global boolean pause false) ;;If you are ever going to be erasing AI (ai_erase_all), etc. PAUSE THIS SCRIPT, and (set grunt_hook NONE), otherwise.. exceptions (script continuous grunt_parties (sleep_until (not pause) 0) (set grunt_hook (unit (list_get (ai_actors curr_enc) 0))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 1))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 2))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 3))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 4))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 5))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 6))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 7))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 8))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 9))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 10))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 11))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 12))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 13))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 14))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 15))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 16))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 17))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 18))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 19))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 20))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 21))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 22))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 23))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 24))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 25))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 26))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 27))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 28))) (party_time) (set grunt_hook (unit (list_get (ai_actors curr_enc) 29))) (party_time) (if (< num 3) (set num (+ num 1)) (set num 1)) (cond ((= num 1) (set curr_enc encounter1/grunts)) ((= num 2) (set curr_enc encounter2/grunts)) ((= num 3) (set curr_enc encounter3/grunts)) ) ) You could make it loop and do each grunt a different loop, however each loop would take one tick, meaning it would take 1 second to do 30 grunts. Doing this, means it can do 30 grunts in 1 tick, so unless you have 30 encounters (which this can be modified to not check encounters that are dead, or do similar things to how its spamming the 30 grunts) it should run pretty fast.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 27, 2015 02:13 PM
Msg. 688 of 912
well you're garbage too tool It was impossible to find a reference for the actually birthday party effect. All results just showed how to get the skull. Had to record my own. http://youtu.be/NW2Jh3Jl2yE The effect is something I could probably figure out how to do but if someone else could do that, it'd be great.
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Docer
Joined: Jul 10, 2014
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Posted: May 27, 2015 04:11 PM
Msg. 689 of 912
Quote: --- Original message by: MatthewDratthttps://dl.dropboxusercontent.com/u/6240433/garbage.jpg well you're garbage too tool It was impossible to find a reference for the actually birthday party effect. All results just showed how to get the skull. Had to record my own. http://youtu.be/NW2Jh3Jl2yE The effect is something I could probably figure out how to do but if someone else could do that, it'd be great. I watched it once but I don't remember who did it.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 27, 2015 04:20 PM
Msg. 690 of 912
I think teh lag or someone from CMT had one.
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Docer
Joined: Jul 10, 2014
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Posted: May 27, 2015 06:33 PM
Msg. 691 of 912
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: May 28, 2015 09:20 AM
Msg. 692 of 912
Link halo CE campaign halo online please thank you link beta now please do want I want to play
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: May 28, 2015 12:53 PM
Msg. 693 of 912
Quote: --- Original message by: lockeownsNot matter what how much skin, models and textures are in there it will still look like halo ce and not halo 3. Halo online will soon have this. Well you heard it here first. I'm canceling Sierra 117 because Halo Online will get it anytime soon. Lockeowns confirmed it so if you have any issues go to him and see how the progress for Sierra 117 is coming for Halo Online Edited by MatthewDratt on May 28, 2015 at 04:00 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: May 28, 2015 01:00 PM
Msg. 694 of 912
https://www.youtube.com/watch?v=NW2Jh3Jl2yE&feature=youtu.be It looks easy but it's very deceptive. First of all there is the rate of which the exploding particles.....explode. From what I can see it's a little like party popper. In terms of speed it starts off on a high band wave and then sort slows down until the point where the particles simple turn end over end in the air. I'm not sure if this is even possible in CE or OS since we don't have scalar speeds for particles...which would make it hard to get the precise speed. However the particle bitmaps them selves look like simple planes which would be easy to combine in a modified grenade effect tag.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 1, 2015 03:51 PM
Msg. 695 of 912
I need a script that can detect when AI are attacking. I thought AI_is_attacking would work but of course it isn't (returns true even when they're just idling).
ala
>ai hang back until ai are attacking
kinda similar to the beginning of a50 but Im too dumb to figure that one out too
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 1, 2015 03:55 PM
Msg. 696 of 912
I'm incredibly rusty on this, but wasn't there a command that returned the "state" of the AI? In numerical format. I believe it went from 1-8.
But I may be terribly wrong here.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 1, 2015 06:31 PM
Msg. 697 of 912
ai_status
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 2, 2015 12:52 AM
Msg. 698 of 912
Yup, did that do the trick?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 2, 2015 01:03 AM
Msg. 699 of 912
yup
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 2, 2015 01:07 AM
Msg. 700 of 912
Happy2hear
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