Piano has contributed to 14 posts out of 465278 total posts
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20 Most recent posts:
Quote: --- Original message by: Oskarmandude sparky was working on something like this called Ventus years ago but his efforts were disrupted by his ongoing mental breakdown, currently he is ranting every day about satanic jewish communism and believes Dennis is the demiurge
He isn't far from the truth, and this wretched community is known to drive away talent.
Nobody uses the default OS installer, it sucks. https://github.com/yumiris/AmaiSosu/releases Wish we had a mod that made it fully portable.
What if this dumb thread never existed. Almost everything worth porting was already done by Altehros. Too bad I can't sage this.
For all campaign levels, you must delete the scripting data in the .scenario file using guerilla.
Quote: --- Original message by: SquishyPon3I have been attempting to set up some simple encounters but I have been having trouble with setting the allegiance through script. (script startup basicsript (ai_allegiance player human) (fade_in 0 0 0 200) (ai_disregard (players) true) )
Here is what I have set up. I added the fade to debug and confirm it works. The script compiles correctly in sapien and indeed the screen does fade. My problem though is the allegiance does not seem to work neither from human / player. As a test case I tried human / covenant and that did not work either (these teams are correctly set in their respective "encounters" as far as I can tell). Additionally as another debug bit I tried the ai_disregard command but it seemed the ai would still fight the player. Could it be that changes with the MCC version in multiplayer maps has changed something about the relationships or am I missing something super simple? If you have any insight I would love the help!
Make sure you are actually referencing the player. The campaign scripts all do this. (script static unit player0 (unit (list_get (players) 0))) Needs to be at the top of your script.
Then you can apply that to the player. (ai_disregard (player0) true)
Quote: --- Original message by: BlackSpartan Whenever I compile my map the modded vehicles I put in never show up in the actual game but the vehicles that are supposed to be in the game like the ghost & warthog do show up. They do show up in sapien but not in the actual game when compiled. This is the case for all the modded vehicles i try. Any ideas?
Assuming this is a multiplayer map, you are limited to six types of vehicles in the globals.globals tag. If you want more, you can script them to spawn on the hosts computer only, and the game will sync them to the clients.
It means that one of the triangles in your model wasn't assigned a material, or it was assigned a material that doesn't exist in your multimaterial.
Quote: --- Original message by: Joshgee115 Hello I am trying to script my map so that the AI will follow the player as they move between fire positions. The data file for my map doesn't show in the data folder. Can anyone send a tutorial or explain?
The data folder is where raw assets go, and then we use tool to compile them into tags, which go in the tags folder. Your map before its compiled into a .map is a .scenario tag, which is usually located under the levels folder in your tags directory.
For custom maps, we need to manually create folders in the data directory for our maps data (scripting, bitmaps, bsp).
For example, if your custom map is located in "tags\levels\custom\custom.scenario"
then your data folders would need to be "data\levels\custom\bitmaps\bitmap.tiff" "data\levels\custom\models\bsp.jms" "data\levels\custom\scripts\script.hsc"
To make AI follow you, add the command in a script. Make sure the AI exist by that point and you have their firing positions set up for following. "ai_follow_target_players encounter_name"
If you still have trouble, make sure Halo isn't installed under the "Program Files" directory, because your data will not save.
Quote: --- Original message by: TheSuperZombie0 Foe some reason Halo was not generating a file for me so I created one of my one using information found in this thread. http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=32817
I am still encountering the same problem after re-structuring the map. What am I doing wrong here? Shader file and map files in tags https://imgur.com/a/xenoV0m
Where did you install Halo? Make sure you installed to a folder that you have control over. Halo by default installs to the "Program Files" directory, you need to move that folder somewhere else, because the tools don't have permission to write data in that directory.
Quote: --- Original message by: TheSuperZombie0 When following this tutorial on youtube I encountered an error. https://www.youtube.com/watch?v=W6pPZljNGR0&t=112s When I got to saipen I found that my textures were completely white I have searched around for an answer but no thread was able to fix my problems. Any suggestions?
What my map looks like in saipen https://imgur.com/a/rhC9ARc
White geometry means that you didn't set up the shaders. The shader tags are not referencing any bitmap tags. Halo by default will generate shaders in the main tag directory after you compile a model or BSP.
Quote: --- Original message by: TachikomaQuote: --- Original message by: The Master Can't agree more honestly, even when they try to centralize everything *coughreclaimerscough* it's all a steaming pile of dung that doesn't get archived in any way and will probably get deleted within two or three years because one admin called another one a mean word and he went AWOL. At least with forum drama it's more difficult for people to delete wealths of knowledge (not the case here since dennis mass deletes entire accounts over petty stuff) There's also the fact you can have multiple people asking about stuff simultaneously in a modding subforum whereas a modding channel is way harder to moderate because people can't be arsed to see if it's being used by someone else. That said, having people respond within seconds and being able to hold a conversation in real time is really neat and useful OpenCarnage is technically the new spot, but there's a weird lack of incentive for me to go on there besides mod releases.
OpenCarnage is probably the ugliest forum I've ever had the displeasure of navigating through, how many subforums do you need. Even if the admin Tucker33 wasn't a micro-managing woke asshole like Discord users tend to be, I still wouldn't go there.
Quote: --- Original message by: TachikomaQuote: --- Original message by: Piano Wonderful. With the shader fixes and now this, I might actually buy the MCC this year. It's too bad the modding community is just a bunch of Discord cliques up their own asses, or I'd be more excited. Even if this was true, why care? Most of us left are just hobbyists trying to have fun. If other people ruin you're excitement you were already excited for the wrong reason. hi jadeAnyways... Messing around with the tools, they're fantastic, and that's something I don't lightly say about most things 343 does. Lot's of quality of life improvements and with FBX to JMS/JMA alongside Blender tools in development there's more inventive than ever to finally leave 3DS Max in the trash. Hope more Open Sauce features (especially shaders) make it in but what's here already is promising.
I care because this concentrated, monolithic cancer has consumed basically every traditional web site model, it killed forums and created endless safe spaces. I can use search engines to find important information, common errors, etc. Good luck doing this now when everything is scattered in various Discord servers. Not to mention that every one has a core group of fruitcakes who are up each others ass.
Wonderful. With the shader fixes and now this, I might actually buy the MCC this year. It's too bad the modding community is just a bunch of Discord cliques up their own asses, or I'd be more excited.
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