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deadlyfighter1000 has contributed to 264 posts out of 465278 total posts
(.06%) in 5,122 days (.05 posts per day).
20 Most recent posts:
Okay, so in this script,
(script continuous dropship1 (sleep 2000) (object_create_anew dropship1) (ai_vehicle_encounter dropship1 dropship1) (unit_close dropship1) (ai_place dropship1/dpass) (vehicle_load_magic dropship1 "passenger" (ai_actors dropship1/dpass)) (object_teleport dropship1 dropship1) (recording_play_and_hover dropship1 pipe_cship_drop) (sleep (recording_time dropship1)) (unit_open dropship1) (sleep 50) (vehicle_unload dropship1 "") (sleep 250) (vehicle_hover dropship1 false) (recording_play dropship1 pipe_cship_exit) (sleep 50) (unit_close dropship1) (sleep 900) (object_destroy dropship1) (sleep_until (= (ai_living_count dropship1/dpass) 0) 15) (sleep 2500) )
I want to make it so that if the dropship dies at any point, the script merely restarts from the beginning, how would I do that? The script works completely fine - just that if the dropship dies before the script completes, the script become 'broken' persay. Thank you!
Quote: --- Original message by: Koo294
Wait, it disappeared? As in you no longer have the model?
I do >>.
This makes the offer incredibly easy for me i guess. Edited by Koo294 on Aug 13, 2011 at 03:59 PM
Epic win.
I may try and make this map, but if I do I don't want your money. I'll let you know if I decide to.
This is amazing, props to you for creating this awesome site. I can't wait to see what you will add and improve on. Only hope is for more servers on HaloRank.
What kind of animations are you exporting?
Quote: --- Original message by: JazQuote: --- Original message by: Skidrow925Quote: --- Original message by: JazQuote: --- Original message by: vampire_girlQuote: --- Original message by: Skidrow925Quote: --- Original message by: XlzQwerty1 No, canadian's don't say eh, that's a stereotype, but heck, my background isn't canadian so not like I care. I have yet to find a Canadian that doesn't end just about everything with "eh" I have yet to find a human who is not a stereotyping racist. I have yet to find a human that doesn't laugh at stereotyping jokes even though his/her morals are that he/she will not stereotype anyone or anything. I laugh at jokes all the time instinctively even though I actually have nothing against anyone from any country or religion. True. But I seriously have not met a Canadian that doesn't end almost all sentence's with "eh." You know how Canada got it's name right? 'Fraid I have to agree with that. I've met two Canadians visiting Britain and they both end all sentences with "eh". Edited by Jaz on Aug 11, 2011 at 10:27 AM
I'm Canadian, and I do not end all my sentences with "eh".. Infact I hardly ever use "eh" unless I'm making a joke about being Canadian.
I have a shortsword model in my vehicles folder, if you want it. It isn't mine & I'm not sure whose it is, but it is in-game. Not textured though. I'll get a pic.. E: Its also missing some bottom stuff... heres a pic:
http://img6.imageshack.us/img6/2168/shortsword.png Edited by deadlyfighter1000 on Aug 10, 2011 at 10:10 PM
Yeah, I know that script, but the problem is it only specifies one vehicle, is there another way to make the ai enter any vehicle near them? Or would I just have to repeat the script for each vehicle?
You need to use Item_collections for multiplayer, in sapien go to Game Data and then Netgame Equipment to import them.
Thanks, I understand how that works and will continue to use it for my maps. So for example for the Scorpion I would have to check vehicle_riders five times, one for each seat right?
E: Another question, I want to know how to make AI enter vehicles that are near them, within a distance. I tried using a command list telling them to enter vehicles with 20 world units, but when I tested it, it didn't work. Is there a way to make AI enter vehicles that are near them?
Edited by deadlyfighter1000 on Aug 9, 2011 at 12:32 PM
Ok, thanks for your help so far, now I made this script, and I know its gonna look bad. I also know it doesn't work. But I want to know how to fix it, I have never really done a script like this before. Here it is:
(script continuous Spectre2 (sleep 3500) (object_create_anew s2) (ai_place Spectres/s2) (vehicle_load_magic s2 "" (ai_actors Spectres/S2)) (sleep_until (= (ai_living_count Spectres/S2) 0) 15) (sleep 1000) (sleep_until (= (and (= (and (= (vehicle_test_seat s2 "W-driver" (vehicle_driver s2)) 0) 1) (= (vehicle_test_seat s2 "W-passenger" (vehicle_riders s2)) 0) 1) (= (vehicle_test_seat s2 "W-gunner" (vehicle_gunner s2)) 0) 1) true)) (object_destroy s2) (sleep 2000) ) The part that is bolded is the part that doesn't work. I'm not really sure how to do this..
E: It was originally all one line, but halomaps doesn't allow that long of one line to post. Edited by deadlyfighter1000 on Aug 8, 2011 at 04:02 PM Edited by deadlyfighter1000 on Aug 8, 2011 at 04:05 PM
Quote: --- Original message by: kirby_422Quote: --- Original message by: deadlyfighter1000 I have another question though, is it possible to test a vehicle to see if it has any units (ai or player) in the seat? (vehicle_test_seat <vehicle> <string> (vehicle_driver <vehicle>)) Checks if a vehicle is being driven by its driver. (the string is the seat label, so like g-driver, w-driver, etc)
But that would only test for the specific unit wouldn't it? I want to be able to check if anyone is in the vehicle, and if not, destroy it.
Ok, I fixed the problem by making the settings in guerilla identical to the wraith's settings (which worked) and now it works with ai can side-step. So they now effectively drive the ghost and use firing positions.
I have another question though, is it possible to test a vehicle to see if it has any units (ai or player) in the seat?
I am wondering because I want to make it so that all AI will enter & use vehicles on the go, even enemies vehicles. But when they die in the vehicle I want it to be destroyed so that the original AI can respawn with the vehicle.
All of the above..
actually stealth
E: Got it all working, but I want to know how I can make my AI use ghosts effectively without spinning around when I set it to AI Flying. They just stand still with AI can side-step so please help. Edited by deadlyfighter1000 on Aug 6, 2011 at 07:31 PM
Here is the part of my script that doesn't work, I have other vehicles + ai that spawn correctly but for some reason these ai don't. Script:
(script continuous Scorpion1 (sleep 10000) (object_create sc1) (ai_place Scorpions/sc1) (vehicle_load_magic sc1 "" (ai_actors Scorpions/sc1)) (sleep_until (= (ai_living_count Scorpions/sc1) 0) 15) (object_destroy sc1) (sleep 5000) ) (script continuous Scorpion2 (sleep 10000) (object_create sc2) (ai_place Scorpions/sc2) (vehicle_load_magic sc2 "" (ai_actors Scorpions/sc2)) (sleep_until (= (ai_living_count Scorpions/sc2) 0) 15) (object_destroy sc2) (sleep 5000) ) (script continuous Scorpion3 (sleep 10000) (object_create sc3) (sleep_until (= (unit_get_health sc3) 0) 15) (object_destroy sc3) )
I have vehicles named sc1,2, and 3 and encounters named Scorpions/sc1,2, and 3. Please help. Thanks.
I have no shaders for my snow bitmap.
http://img196.imageshack.us/i/newbitmapimagetqk.png/ ^AbovePicture^ So when I load up my map in sapien after adding sky and lightmapping it. It shows up with a pure white texture instead of my snow texture. But the other textures work normally.
How can I fix this? Edited by deadlyfighter1000 on Dec 16, 2010 at 05:12 PM
I'll try to be on in a bit. (No promises though)
^^ Sure to both. If its no trouble. :)
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