TheNix009 has contributed to 13 posts out of 465278 total posts
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Well, this time I have the question of how to move this part a little winged to fit in with the ammunition. Here's a picture:
The point is that the part where mark or total loaded ammunition to move a little to the right, how could I do?
Quote: --- Original message by: Bobblehob It is definitely an error with the lightmaps, did you run new lightmaps in tool?
If I created new lights, remove old ones and create new ones, the strange thing is that in sapien looks normal.
I have edited a map and I have new lights for the HUD halo 3 but is compiling with a yellowish, but sapien looks good, here I have a few catches: 
Thanks  Edited by TheNix009 on Sep 11, 2011 at 09:12 PM
Quote: --- Original message by: Contrary SmuglordHere is a workaround from p0lar_bear's H2 HUD for getting rid of gametype icons.
Thank you very much, and no icon.
But not really know to remove it?
Saying please help me as to remove the small icon hud?:
thanks
Quote: --- Original message by: Juiceb0xhero Heres a basic tutorial on getting scripts to work: http://hce.halomaps.org/index.cfm?fid=1664 TL;DW 1.Open notepad 2.Copy and paste the script in notepad 3.Save it as Script.hsc and under put all files. 4.Save it in a folder named scripts in your map directory, Example: Data\levels\map_name\scripts 5.Then in sapien click file\ compile scripts, then If it compiles successfully, compile your map in tool and test.
Thanks, I've been able to solve the problem.
Quote: --- Original message by: SlappyThePirate(global short plyrnum 0) (global unit playercurrent (unit (list_get (players) plyrnum)) ) (script continuous increment (begin (set plyrnum (+ plyrnum 1)) ) (if (= (> plyrnum 15) true) (begin (set plyrnum 0) ) ) (set playercurrent (unit (list_get (players) plyrnum)) ) ) (script continuous OutOfBounds (if (volume_test_object DEATH playercurrent) (unit_kill playercurrent) ) ) Basically just name the trigger DEATH. Or whatever. If you need several barriers, add more ifs like so (script continuous OutOfBounds (if (volume_test_object DEATH1 playercurrent) (unit_kill playercurrent) )
(if (volume_test_object DEATH2 playercurrent) (unit_kill playercurrent) )
(if (volume_test_object DEATH3 playercurrent) (unit_kill playercurrent) )
)
Can you tell me how to compile and put the scripts?, Not as put
Quote: --- Original message by: Juiceb0xhero Ok place a trigger volume where you want to put the death barrier, then name it death1 or something, and then compile this script:
(script continuous barrier (sleep_until (volume_test_objects death1 (players)) 15) (unit_get_health (unit (list_get (players) 0))) 0.00) (sleep 30) (game_revert) ) Yea i never tested this script so let me know if you get an error.
Served in multiplayer maps?
Quote: --- Original message by: Juiceb0xhero just script a trigger volume so when the player hits it he dies automatically
I can spend a tutorial about it, is that you put the script
Quote: --- Original message by: Tiel Falling down sloped surfaces and taking minimal damage is a Halo glitch. I think you should use a kill barrier to ensure player death :D
As I put the barrier?
I have a map in progress, when I test, falling on one side does not kill, only slips and falls without a scratch, because it happened that, there is a way that a certain place and die?
Thank you very much for your help
Hello, I'm new to this community, being novice to create maps. I do not speak English, I use a translator. I'm Mexican and want to help me resolve the errors to complete my map which is a community that conosco making the best maps for Halo CE (also from Halo 2). I say this to know who I really am.
Well this is the problem: When creating lightmaps this error:
start levels\xtrem\xtrem radiosity error: degenerate triangle [or tiangle with bad uvs] (see blue in error geometry) failed levels\xtrem\xtrem done
How could you solve? 
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No need, thanks. Is that non-textured to create my map the entire sky.
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Edited by TheNix009 on Jul 14, 2011 at 03:49 PM
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