test01 has contributed to 19 posts out of 465278 total posts
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Those starships are huge. You gonna have to make a map literally like 80x the size of extinction (think of the longsword's size compared to the crashed genocide on that map).
You should rather do the prowler ship or something.
As for the model, there is a covenant captial ship scenery tag somewhere in halomaps.org. I see it used in a lot of maps like coldsnapwar, if you wanted to have something like that, that is.
I also hear ODST_Nick has an epic starship model but i doubt he will share with anyone Edited by test01 on Feb 21, 2012 at 06:16 AM
i can't map coz of school atm, but this looks epic. WIll dl and use later
no. it's a recording for the actual pelican dropship flying in. Like at the start of the silent cartographer those two pelicans are playing recorded animations to fly to the beach
@thescenmapper make a new topic for that Edited by test01 on Dec 14, 2011 at 04:41 AM
12.13.11 22:05:10 the model 'characters\marine_armored\marine_armored' and the collision model 'characters\marine_armored\marine_armored' don't match (region counts don't match)
This means that your marine_armoured .gbxmodel tag and it's .model_collision_geometry do not have some matching stuff in their data. the gbxmodel tag contains the data for the actual model of your marine and the .model_collision_geometry tag contains the data for the gbxmodel to be collidable and contains the data for shield and body vitality etc.
to fix this problem, try opening up an original campaign map into your hek+, then in hek+ go to characters\marine_armored\. Click the gear-on-axle icon on the right panel beside "tag extraction queue" and this will open up settings. Click on plugins>tag extractor and click on the box "override existing tags" and then click ok. Then click and drag marine_armoured gbxmodel and model_collision_geometry tags and you should be fine. Turn off the override existing tags afterwards
if you're making a haloce map, then the cause MIGHT be because one of your tags are corrupt.
I'm not absolutely sure though, because usually tool shows you which kinds of tags are not 100% complete like where it says:
Quote: overlay item 0 for cmt\hud\interfaces\weapons\single\portable turret handheld re ferences an invalid sequence units must have models and animation graphs crosshair item 1 for halo3\hud\weapon interfaces\sniper rifle\sniper rifle refer ences an invalid sequence crosshair item 1 for halo3\hud\weapon interfaces\sniper rifle\sniper rifle refer ences an invalid sequence
In your debug you just posted. I'm sorry i couldn't help much, because tool doesn't tell much info when you get exceptions, sorry!
I'm not sure exactly whats up with the first error. the animation_graph tag in sapien probably hasn't been added in properly or something. Not quite sure
As for the script:
(script continuous theundergroundmousepeople (scenery_animation_start mouse_scenery mouse "") (sleep_until (not (scenery_get_animation_time mouse_scenery))) (scenery_animation_start mouse_scenery mouse1 ""))
or maybe this:
(script continuous theundergroundmousepeople (scenery_animation_start mouse_scenery mouse "") (sleep_until (= (scenery_get_animation_time mouse_scenery) 0)) (scenery_animation_start mouse_scenery mouse1 ""))
try them, see if the second error dissapears
Checkpoints can be used by using trigger volumes as well, or you can setup a script that will detect when all enemies are dead and then it will save.
Forgive me if any of these don't work. I'm not too pro at all this either.
This trigger volume script is [intended to] set to sleep until your player walks into the trigger volume, and then it saves your game
(script continuous checkpoint_save (sleep_until (volume_test_object [INSERT NAME OF TRIGGER VOLUME] (unit (list_get (players) 0))) (game_save))
For the game_save part of the script, you can replace that to which type of save you want:
game_save - firstly checks to see if there are no enemies around, then saves. Gives up checking after 8 seconds if enemies are still in the area
game_save_no_timeout - same as game_save, except will keep checking until there are no enemies around [does NOT give up checking after 8 seconds]
gave_save_totally_unsafe - saves a cehckpoint regardless if there are enemies around or not.
Heres a checkpoint script that'll activate after all enemies are dead, not having to walk into a trigger volume:
(script continuous checkpoint_save (sleep_until (= (ai_living_count [ENCOUNTER/SQUAD]) 0)) (game_save))
again you can customise the game_save script
Where it says ENCOUNTER/SQUAD, replace that with the 'name of your ai's encounter'/'name of ai's squad'. For example, (ai_living_count covenant/banshee_pilots) or (ai_living_count human/assault). If you go to sapien's screen and click on the AI list in the hierarchy window, you can then see "encounters" and when you click on your encounter name you'll see 'squads'. replace ENCOUNTER/SQUAD with those names Edited by test01 on Dec 11, 2011 at 06:45 AM
what do you mean by changing colour of friendly AI? Do you mean changing the colour of the armour?
If that is the case, then i'm not quite sure. I'm pretty sure it would require a seperate actor_varient. You could try having a browse through the bitmaps for the armour, photoshop it and change it's colour and compile using tool, then you'll have to copy-paste and modify those tags...
An easier way, i guess, could be to try ripping the tinted red and blue marines off 'hugeass dogfight' somewhere in halomaps for download using hek+. they dont look very sexy but meh.
EDIT:: I have to agree with you completely here. About 90% of tutorials regarding haloce modding aren't really helpful at all. Why can't people care more for the community :'( Edited by test01 on Dec 11, 2011 at 06:22 AM
what about the d40 maw run warthogs?
When I go to the menu for setting player spawn points in sapien, I see all the default gametype spawn plus "terminator" and "stub". What are these two for? Edited by test01 on Dec 11, 2011 at 05:52 AM
thanks you two, It worked now! Turns out I was still using v1.02 :\
Anyways, on to the boring bit. A thousand 15min ui tutorials now awaits me.
You only have 12 MB free? that could be the problem here. The map you downloaded is most likely bigger than 12 MB and so your hard drive doesn't have enough space to extract the map.
Solution:
- Delete some crap - Move some other crap to an external hard drive
Try right-clicking tool.exe, go to properties, go to compatibility tab and click run as admin. I had a similar problem like this before.
@Qwerty Yeah i just checked the file along with many other files in tags\ui directory. None of them were read only.
@Slappy I did use Kornman's guerilla. Check post more carefully, I stated it once, and it's shown twice on the title bar in the pics i used.
Although is it possible that the reason it is greyed out is because I could have an old version of Kornman's guerilla? Could someone link me to the latest version of it so i can see? Edited by test01 on Nov 25, 2011 at 08:50 PM
you're supposed to open your actual map before putting stuff in it.
Scenario tags are a type of tag that points to mostly every other tag your map has, and they contain the stuff for like, where you spawn, where vehicles spawn, gametype stuff like flags, etc..
Open your level that you want to edit, for example if you want bloodgulch go to haloce's root directory and then go to tags\levels\test\bloodgulch and then click bloodgulch.scenario. This will open up your actual map for you to begin putting stuff in it, after all you can't just start putting things in a map if you dont even have a map loaded :P.
I tried to create something similar to the kill barrier on halo reach, but it doesn't work quite well. When you step out of the trigger volume nothing happens but your screen is just completely red and i'm too novice to know how i should fix it (i don't really know how to write scripts in lines either... oh well, spaces work the same anyways).
(script continuous kz1 (sleep_until (= (volume_test_object kz1 (unit (list_get (players) 0))) true) 10) (fade_out 1 0 0 200) (sleep 170) (sleep_until (= (volume_test_object kz1 (unit (list_get (players) 0))) true) 10) (unit_kill (unit (list_get (players) 0))) (fade_in 0 0 0 5))
EDIT:: after reading a few things in my hs_doc i might have learnt a few useful commands that could help me get this script working perfectly, but it's still a longshot for someone as novice as me at scripting so i think a lot of other people could do it better. Edited by test01 on Nov 25, 2011 at 06:36 AM
I'm having a little trouble with ui editing. I recently watched a tutorial on tweaking ui_stuff_whatevers and I couldnt even get past the first step, because when I open the tag i'm supposed to open, every single option is greyed out and i cant select anything. I even tried creating a new one but still it's greyed out as well. The tutorial vid doesn't show anything about greyed out tags and all the tags he opened weren't greyed out and were all ready to go. What am i doing wrong here? (I'm using kornman's guerilla.)
Edited by test01 on Nov 25, 2011 at 06:28 AM
After literally hours and hours of trying to get a simple script working, i've given up and decided to let the community help me. Anyways, basically what i'm trying to do is "replace" flashlight for active camouflage, but i'm getting a lot of errors from sapien and i don't even think i'm doing my scripts right...
(script continuous flash_camo (if (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true) (cheat_all_powerups) (unit_set_desired_flashlight_state (unit (list_get (players) 0)) false) (sleep 700) ) )
Sapien error: 11.06.11 13:59:08 i expected (if <condition> <then> [<else>]).: (if (= (unit_get_current_flashlight_state (unit (list_get (players) 0)) false)(cheat_all_powerups)(sleep 700))))
I've already edited globals.globals and set all_powerups to only spawn active camo, then i edited active camo so that it has a larger "bounding radius" so it takes effect immediately rather than trying to find where the powerup spawned. This all worked perfectly in-game when i used cheat_all_powerups, it's just the script i need help with.
I guess i'm using the wrong type of scripts, according to halo script bible the description of unit_get_current_flashlight_state doesn't look like it matches what i did here, but i just can't work out any other better ways
EDIT:: Never mind. My friend kirby_422 on xfire fixed it for me. I'll just post it as a reference in case someone else might want to do something similar to what i'm doing
(script continuous flash_camo (sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true) 10) (cheat_all_powerups) (unit_set_desired_flashlight_state (unit (list_get (players) 0)) false) (sleep 700) ) Edited by test01 on Nov 6, 2011 at 12:54 AM
Ok i swear i must've searched every corner of the internet to try and find a good tutorial, but i've only found one. No, not one good tutorial, i mean ONE. Out of all the results from what i have searched, i've only found ONE SINGLE custom ui main menu creation tut and that was from dg945 (i've also found Zeph's one but idk what the heck that is trying to tell me).
-I've searched through google and google advanced search (www.google.com/advanced_search)
-I've searched through the halomaps forum and used the "search topic" feature
-I've searched content in hce.halomaps.org and used the "quick search" feature
-I've searched through TheGhost's tutorial resource
Well dg945's basic tutorial was pretty good for a total noob at haloce modding, but now i want to add more stuff, like more main menu options, music, and maybe some tips as well like special effects through scripts.
I think this all could be covered somewhere but i don't know what exactly to google to find them. Could someone please help me, maybe just link me to a couple of tutorials please?
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