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Viewing User Profile for: Heatguts
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Joined: Jun 6, 2014 07:53 AM
Last Post: Aug 7, 2014 04:22 PM
Last Visit: Oct 28, 2014 11:06 PM
Location: Over the rainbow
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Interests: Project Contingency, HCE modding.
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Recon Armor FTW!


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Heatguts has contributed to 41 posts out of 465278 total posts (.01%) in 3,150 days (.01 posts per day).

20 Most recent posts:
Halo CE General Discussion » Starting a new avatar pack Aug 7, 2014 04:22 PM (Total replies: 46)

Walter White. Good thinking.

Halo CE General Discussion » Gravemind escenary Jul 27, 2014 07:25 PM (Total replies: 16)

That's a flood-colored octopus.

Halo CE General Discussion » Sierra 117 Jul 26, 2014 10:59 PM (Total replies: 1182)

Quote: --- Original message by: generalhuggems
Still what exactly is the use of porting this h3 mission you could have went with umm flood gate?

Cuz floodgate would have taken brute and marine bipeds, marine actvs, flood carriers, brute, marine, and elite combat forms, infection forms, and elite actvs. What does sierra 117 take?

standard assets + new bipeds for everyone + some brute actvs, which you could (possibly, or use for guidance) take from spv3.

Halo CE General Discussion » The Halo 3 CE Project Jul 20, 2014 10:30 AM (Total replies: 37)

So I was looking through the characters and I'm now wondering if you intend to do the brutes and their combat forms.

Halo CE General Discussion » The Halo 3 CE Project Jul 19, 2014 10:04 PM (Total replies: 37)

So will this tagset require OS? Or just the super shaders?

Personally I don't use OS, and so it would be nice to have this ideal tagset for .maps.

Halo CE Technical / Map Design » Singleplayer BSPs Jul 19, 2014 07:40 PM (Total replies: 7)

Well, I'll take your word for it. Thanks again.

Halo CE Technical / Map Design » Singleplayer BSPs Jul 19, 2014 07:05 PM (Total replies: 7)

Well, yeah, but I mean during gameplay. Surely the coordinates aren't just magically configured to switch?

Halo CE General Discussion » CMT RETURNS! New project and team details inside! Jul 19, 2014 01:40 PM (Total replies: 12124)

That was my favorite mission. I definitely will.

Halo CE Technical / Map Design » Singleplayer BSPs Jul 19, 2014 01:21 PM (Total replies: 7)

Yeah, that did it. Thanks.

Although now there isn't enough of the bsp. So to add another section, I would go into guerilla, go to the bsps, and just add another one, but then how would I get them to line up in sapien? Will they do that automatically?

Of course I'd need a trigger volume to switch the bsp.

Halo CE Technical / Map Design » Singleplayer BSPs Jul 19, 2014 11:16 AM (Total replies: 7)

I need the a50 bsp for a map I am doing, or at least the interior of the covenant ship. I've tried using the scenario itself, didn't work, I tried fixing all the tags and I got the hs_syntax error that everyone associates with opensauce. So I extracted a multiplayer map, opened the scenario in guerilla (not kornman00's guerilla, stock) and deleted everything deletable and changed the map type to singleplayer while changing the bsp to a50_hangar. That got it open in sapien without an error (much to my suprise) but the game window shows an eternally purple screen no matter which direction you look. You can move (I placed a camera point and moved backwards and it was there) but the screen is perfectly purple.

So does someone have a working a50 scenario or a blank one with the bsp?


They couldn't have used it for the original seasons because halo pc wasn't even released yet, much less Custom Edition. They had the xbox version, and decided to capture footage from it and make a short series of videos about how the reds and blues are fighting and it doesn't make any sense. And then it got very popular very fast, so they had to keep going.


Halo CE: All of them.

Halo CE Technical / Map Design » Artificial intelligence Question Jul 7, 2014 09:47 PM (Total replies: 15)

You shouldn't need a script. Just make sure you have ai, have firing positions under a label, have the ai set that letter to all their statuses (attacking, defending, etc), and have their default spawn state set at searching or alert or anything other than none. If they aren't firing at you, make sure they aren't on your team (make sure they hate your guts lol).

You shouldn't need scripts to make ai move. I use scripts (and everyone else does) to spawn them and order them around from attack to defend.

FYI firing positions IS Halo's pathfinding system.

Also, your problem may be using custom actor varients. You are using ripped ones from a vanilla Halo PC campaign map, right?

Halo CE Technical / Map Design » Sum qeustions Jul 3, 2014 01:55 PM (Total replies: 10)

1: sleep_until (= ((ai_status <ai>) (5))) I think. Regardless ai_status of <ai> should equal 5 (visible enemy).

2: What he said, except pretend I said it better.

3: I asked that same question a while ago. That involves using hacked guerrilla to modify the ui widgets which I haven't figured out how to do yet.
Edited by Heatguts on Jul 3, 2014 at 01:58 PM


Quote: --- Original message by: Komatoast
only worked with HMT and retail before.

How could you possibly mod ce with only HMT? Didn't you use sparkedit or something?


Hmm. Well, I better go see those descent scripts then. Thank you all.


I got some more questions.

Is there a way to duplicate an encounter? (So I don't have to place 250 firing positions with over 15 ids and create 30 squads all over again.)

How do you respawn the player in a singleplayer map? I'm assuming they never actually die.

How do you create custom pause menu menus?

How do you create buttons onscreen? (i.e. the loadout selection buttons after you die in firefight descent)

Can you make a squad use certain firing positions to travel to others? (say I have spawn point a and destination point b. There is a path between them with firing positions c. How do I make them travel using c to b?

Halo CE Technical / Map Design » loadout system Jun 28, 2014 01:34 PM (Total replies: 15)

Quote: --- Original message by: Masters1337
For SPV3 missions with loadouts we just start the player off with no weapons, and then give them a player profile. There is no way to get rid of the weapons in the players inventory without some convoluted scripting methods.


According to hs_doc:

(player_add_equipment <unit> <starting_profile> <boolean>)
adds/resets the player's health, shield, and inventory (weapons and grenades) to the named profile. resets if third parameter is true, adds if false.

It wouldn't really matter if they have weapons or not according to this, right? It would just override the weapon.

Halo CE Technical / Map Design » loadout system Jun 28, 2014 12:24 PM (Total replies: 15)

Rival bieber? Not that hard.

Unless you are talking about popularity instead of quality.

Halo CE Technical / Map Design » loadout system Jun 28, 2014 11:28 AM (Total replies: 15)

I've wanted to look into a loadout system too.

When I get around to it I'll try to figure it out and hand out instructions.

Right now it'll probably be 5 starting profiles. You spawn and pick a profile, then the game overrides any equipment you spawned with and gives you the loadout. Pretty simple.

I think I'll have to have loadouts selectable from the pause menu though. That's the one downside because I can't do the multiple lives, onscreen buttons, and delayed respawning in firefight descent.


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