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casual mods has contributed to 77 posts out of 465278 total posts
(.02%) in 3,550 days (.02 posts per day).
20 Most recent posts:
well, you could always edit the firing characteristics of an actor_variant with values from legendary and save it as a new actor_variant.
place the new actor_variant in your map
then use:
(ai_prefer_target <object_list> <boolean>)
if TRUE, *ALL* enemies will prefer to attack the specified units. if FALSE, removes the preference.
this will make the same biped appear more accurate during whatever it is you need done.
you could also add a secondary fire to the weapon the actor uses and set the actor to use the alternate fire 100% Edited by casual mods on Jan 2, 2014 at 11:10 PM
heres one of my scripts as an example: if i have 30 points and i use the device instead of having 5 $ left it gives me -5. any ideas?
edit: it should have been (set $ (- $ 25))
(script continuous buy_health (sleep_until (>= $ 25)) (device_set_power health 1) (sleep_until (= (device_get_position health) 1)) (effect_new_on_object_marker "effects\buy\buy health" health "") (set $ (- 25 $)) (sleep 30) (inspect $) (device_set_power health 0) ) Edited by casual mods on Dec 29, 2013 at 05:20 PM
http://support.microsoft.com/kb/973457
APPLIES TO Microsoft Age of Empires III : The WarChiefs Microsoft Age of Empires III Microsoft Age of Mythology Gold Microsoft Age of Mythology: The Titans Microsoft Age of Mythology Microsoft Dungeon Siege II Microsoft Encarta Premium 2008 Microsoft Encarta 2008 Standard Fable: The Lost Chapters PC Microsoft Flight Simulator X Deluxe Microsoft Flight Simulator X Standard Microsoft Halo 2 for Windows Vista Microsoft Halo: Combat Evolved for PC Microsoft MapPoint 2009 North America with GPS Locator Microsoft MapPoint 2009 North America Microsoft MechWarrior 4: Mercenaries Microsoft Rise of Nations: Gold Edition Microsoft Rise of Nations Microsoft Shadowrun (PC) Microsoft Streets & Trips 2009 with GPS Locator Microsoft Streets & Trips 2009 Microsoft Fable III for PC Edited by casual mods on Dec 26, 2013 at 10:45 PM
this happened to me, after upgrading to new computers a few times it started telling me later my cd key uses were up...
I need help compiling this script to (set ai_alive (+ 1 ai_alive)) after it does (ai_place grunt/minor_plasma_pistol)) and also after (ai_place grunt/minor_needler))
I tried adding (set ai_alive (+ 1 ai_alive)) a few different ways and just cant get it to compile...
(global boolean spawn_ai false) (global long $ 0) (global long grunts_killed 0) (global short grunt_type 0) (global short ai_alive 0) (script continuous place_grunt (sleep_until (= spawn_ai true)) (sleep_until (= 0 (ai_living_count grunt))) (set grunt_type (random_range 0 2)) (cond ((= grunt_type 0) (ai_place grunt/minor_plasma_pistol)) ((= grunt_type 1) (ai_place grunt/minor_needler)) ) (sleep_until (= 0 (ai_living_count grunt))) (set grunts_killed (+ 1 grunts_killed)) (set $ (+ 5 $)) (inspect $) ) Edited by casual mods on May 1, 2014 at 05:25 PM
when i script in ai i usually just create encounters in the scenario with not initially created checked. and i leave respawn delay at 0.
then i create a squad and i fill in actor type, initial and return state, and set normal and insane diff to 1. leave respawn min actors, respawn max actors, respawn total, and delay at 0. and set some spawn points.
then heres a simple script to spawn your encounter after 10 seconds. just delete the word encounter and write your encounter name
(script startup place_ai (sleep 300) (ai_place encounter) )
if you choose to set up trigger volumes to spawn the enemies, set up a trigger volume in an area before where the enemies spawn and use this script it will wait until a player touches the trigger volume before spawning the encounter.
(script startup place_ai (sleep_until volume_test_object trig_volume1 player0) (ai_place encounter) ) Edited by casual mods on Dec 23, 2013 at 05:31 PM Edited by casual mods on Dec 23, 2013 at 05:34 PM
can the print or sv_say command return global values?
also can someone help me make this work? i need it to sleep until gmpp_spawn_multiple is greater than gmpp_alive and ai_place gmpp.
(script continuous gmpp_multiple_spawner (sleep_until (>= gmpp_spawn_multiple (gmpp_alive))) (ai_place gmpp) ) Edited by casual mods on Dec 23, 2013 at 04:12 PM
can you release matthewdratt's portent II as a beta?
i have a device control toggle switch named health it spawns a healthpack for on effect.
when i use device_get_position health it always returns 0
how do i set it up so when the switch is off device position is 0 and when switched on device position = 1?
thanks for the help, i understand how its load order works now and got the scritps running.
alright so i made this script and it works, i have (global long points 0) in a separate script file called globals.hsc
(script continuous place_gmpp (sleep_until (= 0 (ai_living_count gmpp))) (set points (+ 5 points)) (ai_place gmpp) (ai_magically_see_players gmpp) )
i copied the script for another encounter as place_gmpp2 and it works alongside place_gmpp.
(script continuous place_gmpp2 (sleep_until (= 0 (ai_living_count gmpp2))) (set points (+ 5 points)) (ai_place gmpp2) (ai_magically_see_players gmpp2) )
when i try to use the encounter empr (elite minor plasma rifle) it tells me: error line 3 this is not a valid global variable points (+ 5 points)) error line 1 the left parenthesis is unmatched (script continuous place_empr
(script continuous place_empr (sleep_until (= 0 (ai_living_count empr))) (set points (+ 5 points)) (ai_place empr) (ai_magically_see_players empr) )
i havent changed anything other than encounter referenced and it works above whats wrong?
Great project idea, weapon variation will be a refreshing change.
can you add these? smith&wesson model 629 .44 magnum beretta 93r atchisson AA-12
what part of creating the weapon tags are you going to need help with? your creating the models... textures? animations? sounds? in-game characteristics? (projectile\fire rate\clip size\accuracy)
i can help with in game characteristics.
can someone explain how to set up destroyable body pieces for bipeds?
managing the forums takes a lot of free time. he has a life to keep up with as well, hes probably just been busy.
Quote: --- Original message by: casual mods whats killing halo is its lack of sync support in multplayer...
most of the cool ideas and features us modders create get wasted on singleplayer.
i feel like what i said was misunderstood...
halo multiplayer consists of a few people in a map killing eachother. you can change the bsp/tags but its still just a deathmatch or race. its objective is simple...
singleplayer maps give you the ability to create an entirely new game. every sp map you make can be a different type of game, you create the objective.
the problem is that you cant create a new objective for multiplayer. Edited by casual mods on Sep 9, 2013 at 05:39 PM
can someone get the weapons from modern warfare 2 into halo custom edition? Edited by casual mods on Sep 7, 2013 at 05:01 PM
Quote: --- Original message by: goldkilla88Quote: --- Original message by: casual mods whats killing halo is its lack of sync support in multplayer...
most of the cool ideas and features us modders create get wasted on singleplayer. You are dumb and you should feel dumb.
reasoning?
it wouldnt be random in the sense of the game choosing when and what ai to place.
it would be alot of script checks for ai living count for each squad you create for the map. and checks for which ai squad that is currently placed on the map as well as how many ai are left in each squad before spawning the next.
really it would be a matter of pre planning squad spawn timing and ai living count in a number of different ways using script checks.
and making it seem that the spawns are randomized...
hopefully someone figures it out, ill definitely stick around halo. kirby really is a genius with scripts
Graphics arent a concern to me, really its gameplay/features/immersion that im aiming for.
having played a few games that have been released on unreal engine (borderlands 1&2, DMC, dungeon defenders, mass effect and gears of war series etc...) i know the engine is capable of alot, even an mmo like dc universe.
Xiao, where did you learn to use unreal engine? ive really only played around with it, seems overwhelming its alot to learn. can you point me in the right direction?
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