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jameboy has contributed to 222 posts out of 465278 total posts
(.05%) in 6,032 days (.04 posts per day).
20 Most recent posts:
Oh. Is there a way to edit the animation of the jackal to where he can melee?
I am trying to get a jackal to use a energy sword.
I used the animation editor, and swapped an elites melee with a jackal animation.
I get the error "out of objects" in sapien and the jackal doesn't spawn.
How do I fix this?
Nice, so this is what the suprise Masterz talked about on youtube.
can you posts some pics.
Do I need to put any tags inside this new folder that i named after my scenario?
Didn't work, now tool or sapien wont recognize the scenario.
Is there a way to bypass the "There are no more free tagslots error." Because I am trying to add something which is pretty crucial to my maps gameplay, but I don't want to get rid of anything else. I am using Tool Pro and it still doesn't avoid the error. Any other builds of tool that can bypass this error?
That's because you have to compile the map, which would mean making a whole new map all together. Just do what NEO said and use a trainer, unless you feel like releasing the map on halomaps so other people can play it.
EDIT: If you did compile, tell me the numbers you changed initial velocity, final velocity, and air damage scale to. Edited by jameboy on Jul 15, 2011 at 12:42 PM
Ya i know, I realized that and posted it in my EDIT.
Just use HEK+ to rip the scenario, and any weapons assosiated with the map (recursivly extracting the scenario will take care of that) and edit projectile tags in guerilla and compile.
EDIT: By local server, he meant a server that he doesn't start up didn't he. *DERP* ok now I know what you mean. Edited by jameboy on Jul 13, 2011 at 05:02 PM
Go into the projectile tag of each weapon in Guerilla and scroll down to where it says Physics, its near the bottom. Change initial velocity, final velocity and air damage range to low numbers.
Anyone have any ideas?
Edited by jameboy on Jul 15, 2011 at 01:08 PM Edited by jameboy on Jul 15, 2011 at 01:08 PM
On the AI mod I'm making, after about 5 minutes in the game, all explosions of any type disappear and when I try to shoot my gun, it doesn't have a sound. I placed the exact same amount of AI in another map I made, and I didn't have this same problem. Could it be the sound tags for one of the weapons or AI that is causing this?
I removed a whole bunch of stuff from the scenario and Im still getting the "program too big to fit in memory" error....
Edit: I fixed that error, apparently i had placed soo many encounters under AI that it overloaded my tool_pro file, so I downloaded it again and now I am able to compile. I got rid of the switch bsp thing, because it will just overload my map. Now I am trying to have two UI options from the main menu to spawn an encounter that kills everybody. I got the widgets to work in game, and when i press the on button for them they spawn, but when i press the off button they dont dissapear and are still there. I put (ai_kill killers) and (ai_erase killers) in my script but still nothing. btw killers is the name of the encounter. Edited by jameboy on Jul 8, 2011 at 05:31 PM
No, i know its not the script. I mean a limit for the scenario size because I added a whole nother bsp and like 5 more Encounters under AI. It doesnt save anything in debug.txt but I get this error that says "Program too big to fit in memory" in tool.
Edited by jameboy on Jul 8, 2011 at 12:58 AM Edited by jameboy on Jul 8, 2011 at 12:59 AM
Its a multiplayer map with AI, and I found another script that works even better than that one. My only problem is that now when I try to compile, I get an error saying that there is not enough memory. :( Curse these limitations!!!
Im trying to implement the Time of Day option in my map now, so I copied a portion of the script from Coldsnap that has the option for this. When i try to compile, I get this error:
07.07.11 14:06:23 [tod line 3] the "print" call requires exactly 1 arguments.: (print condom removed) 07.07.11 14:06:23 recompiling scripts after scenarios were merged. 07.07.11 14:06:23 [tod line 2] this left parenthesis is unmatched.: (begin
This is the script I am using:
(script static void tod (begin (print condom removed) (if (= (structure_bsp_index) 0) (switch_bsp 1) (switch_bsp 0)) (object_create_anew refresh1) (object_create_anew refresh2) (object_create_anew refresh3) (if (= gametype 1) tod) (if (= gametype 2) tod) (if (= gametype 3) tod) (if (= gametype 4) tod) (print condom replaced)))
Is there another script I could use that would work for this?
It works now! I downloaded the new brute tags you posted and they now melee without freezing. Must have been a setting in the biped or something or something messed up with the animations.
I believe I ripped the brutes from the spv2 campaign beta last summer. The gravity hammer has the plasma rifle label, and im pretty sure the brutes should be able to use them. In uprising, they were able to melee the player with the hammer without freezing. The map is protected though and I have to use eternal lightning, so idk which biped tag is the brute. The brute has a melee animation in its slot too, so it confuses me very much that they keep freezing and dying.
I'm trying to make an AI mod. I gave a cmt brute a gravity hammer (from the single player map uprising) and every time he melee's, his biped freezes and he dies shortly afterwords. I tried going into the model animations and tweaking, but nothing has worked thus yet. Any suggestions? Edited by jameboy on Jul 4, 2011 at 03:09 PM
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