Killeryoshi has contributed to 278 posts out of 465278 total posts
(.06%) in 5,110 days (.05 posts per day).
20 Most recent posts:
I'm not entirely sure about the process for changing something like that, but I'm pretty sure it involves messing with the bitmaps on the Jackal's shield model in a picture creator/editor like GIMP or Photoshop.
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Killeryoshi Ok, so I did a clean uninstall/reinstall, deleted all my previous tags and it appears to have worked. Just so you know, it was because your dialogue tags were broken. How did that happen though? Between the time I last used Sapien and the time it stopped working I didn't add or remove anything from the tags myself.
Ok, so I did a clean uninstall/reinstall, deleted all my previous tags and it appears to have worked.
Quote: --- Original message by: S12Spark Alright, do me a favor, find sapien.exe in your halo custom edition folder, right click, properties, go to compatability, and tick Run As Administrator, and let me know what happens. I tried that already and it didn't work.
Quote:
07.08.10 12:28:56 sapien pc 01.00.00.0609 ---------------------------------------------- 07.08.10 12:28:56 reference function: _write_to_error_file 07.08.10 12:28:57 reference address: 401b13 07.08.10 12:28:57 Couldn't read map file './sapienbeta.map' 07.08.10 12:28:57 CreateDevice succeeded with refresh rate = 0 07.08.10 12:28:58 DirectInput: 'Acquire (keyboard)' returned (DIERR_OTHERAPPHASPRIO#-2147024891) 07.08.10 12:28:58 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.08.10 12:28:58 Increasing sound decompression buffer size to 1048576 bytes 07.08.10 12:29:35 WARNING: 9 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment. 07.08.10 12:29:48 local player 0, weapon (0x0), deleted unexpectedly
07.09.10 14:16:16 sapien pc 01.00.00.0609 ---------------------------------------------- 07.09.10 14:16:16 reference function: _write_to_error_file 07.09.10 14:16:16 reference address: 401b13 07.09.10 14:16:16 Couldn't read map file './sapienbeta.map' 07.09.10 14:16:17 CreateDevice succeeded with refresh rate = 0 07.09.10 14:16:17 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.09.10 14:16:18 Increasing sound decompression buffer size to 1048576 bytes 07.09.10 14:17:08 WARNING: 9 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment. 07.09.10 14:17:08 local player 0, weapon (0x0), deleted unexpectedly 07.09.10 14:34:05 ERROR sound\dialog\grunt\conditional\combat2\sleeping\idle_sleeping: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 14:34:05 ERROR sound\dialog\grunt\conditional\combat2\idlenoncombat\idle_non_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 14:34:05 ERROR sound\dialog\grunt\conditional\combat2\idlecombat\idle_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 14:34:05 ERROR sound\dialog\grunt\conditional\combat2\armsflailing\panic_run_away: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 14:34:06 ERROR sound\dialog\grunt\conditional\combat2\involuntary\death_instant: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 14:34:07 ERROR sound\dialog\grunt\conditional\combat2\actions\alert_noncombat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 14:34:07 ERROR sound\dialog\grunt\conditional\combat2\exclamations\dive: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)
07.09.10 18:57:00 sapien pc 01.00.00.0609 ---------------------------------------------- 07.09.10 18:57:00 reference function: _write_to_error_file 07.09.10 18:57:00 reference address: 401b13 07.09.10 18:57:00 Couldn't read map file './sapienbeta.map' 07.09.10 18:57:00 CreateDevice succeeded with refresh rate = 0 07.09.10 18:57:01 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.09.10 18:57:02 Increasing sound decompression buffer size to 1048576 bytes 07.09.10 18:57:32 WARNING: 9 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment. 07.09.10 18:57:32 local player 0, weapon (0x0), deleted unexpectedly
07.09.10 18:58:13 sapien pc 01.00.00.0609 ---------------------------------------------- 07.09.10 18:58:13 reference function: _write_to_error_file 07.09.10 18:58:13 reference address: 401b13 07.09.10 18:58:13 Couldn't read map file './sapienbeta.map' 07.09.10 18:58:13 CreateDevice succeeded with refresh rate = 0 07.09.10 18:58:14 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.09.10 18:58:15 Increasing sound decompression buffer size to 1048576 bytes 07.09.10 18:58:25 ERROR sound\dialog\grunt\conditional\combat2\sleeping\idle_sleeping: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:58:25 ERROR sound\dialog\grunt\conditional\combat2\idlenoncombat\idle_non_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:58:25 ERROR sound\dialog\grunt\conditional\combat2\idlecombat\idle_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:58:25 ERROR sound\dialog\grunt\conditional\combat2\armsflailing\panic_run_away: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:58:25 ERROR sound\dialog\grunt\conditional\combat2\involuntary\death_instant: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:58:26 ERROR sound\dialog\grunt\conditional\combat2\actions\alert_noncombat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:58:26 ERROR sound\dialog\grunt\conditional\combat2\exclamations\dive: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 18:59:01 WARNING: 9 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment. 07.09.10 18:59:01 local player 0, weapon (0x0), deleted unexpectedly
07.09.10 20:57:32 sapien pc 01.00.00.0609 ---------------------------------------------- 07.09.10 20:57:32 reference function: _write_to_error_file 07.09.10 20:57:32 reference address: 401b13 07.09.10 20:57:32 Couldn't read map file './sapienbeta.map' 07.09.10 20:57:32 CreateDevice succeeded with refresh rate = 0 07.09.10 20:57:33 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.09.10 20:57:34 Increasing sound decompression buffer size to 1048576 bytes 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\sleeping\idle_sleeping: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\idlenoncombat\idle_non_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\idlecombat\idle_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\armsflailing\panic_run_away: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\involuntary\death_instant: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\actions\alert_noncombat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:46 ERROR sound\dialog\grunt\conditional\combat2\exclamations\dive: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.09.10 20:57:54 WARNING: 9 clusters in structure_bsp levels\coq\rpg_alpha5 have no background sound or sound environment. 07.09.10 20:57:54 local player 0, weapon (0x0), deleted unexpectedly
01.27.14 17:41:36 tool pc 01.00.00.0609 ---------------------------------------------- 01.27.14 17:41:36 reference function: _write_to_error_file 01.27.14 17:41:36 reference address: 42ca20 01.27.14 17:41:36 Couldn't read map file './toolbeta.map'
07.31.16 21:17:59 sapien pc 01.00.00.0609 ---------------------------------------------- 07.31.16 21:17:59 reference function: _write_to_error_file 07.31.16 21:17:59 reference address: 401b13 07.31.16 21:17:59 Couldn't read map file './sapienbeta.map' 07.31.16 21:17:59 CreateDevice succeeded with refresh rate = 0 07.31.16 21:17:59 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.31.16 21:18:00 Increasing sound decompression buffer size to 1048576 bytes 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\sleeping\idle_sleeping: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\idlenoncombat\idle_non_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\idlecombat\idle_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\armsflailing\panic_run_away: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\involuntary\death_instant: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\actions\alert_noncombat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 ERROR sound\dialog\grunt\conditional\combat2\exclamations\dive: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:18:01 file_read('tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound') error 0x00000026 'Reached the end of the file. ' 07.31.16 21:18:01 couldn't read header from the sound tag 'sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant' (tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound) 07.31.16 21:18:01 failed to load dialogue tag 'sound\dialog\marines\fitzgerald\conditional\fitzgerald' 07.31.16 21:18:01 failed to load biped tag 'characters\marine_armored\marine_armored' 07.31.16 21:18:01 failed to load actor_variant tag 'characters\marine_armored\marine_armored assault rifle major' 07.31.16 21:18:02 file_read('tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound') error 0x00000026 'Reached the end of the file. ' 07.31.16 21:18:02 couldn't read header from the sound tag 'sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant' (tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound) 07.31.16 21:18:02 failed to load dialogue tag 'sound\dialog\marines\fitzgerald\conditional\fitzgerald' 07.31.16 21:18:02 failed to load biped tag 'characters\marine_armored\marine_armored' 07.31.16 21:18:02 failed to load actor_variant tag 'characters\marine_armored\marine_armored assault rifle major' 07.31.16 21:18:02 failed to load actor_variant tag 'characters\link\link' 07.31.16 21:18:02 failed to load scenario tag 'levels\test\yoyorast\trigger_test' 07.31.16 21:18:02 need to get the following tags: 07.31.16 21:18:02 sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound 07.31.16 21:18:02 sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound 07.31.16 21:18:02 07.31.16 21:18:02 game_load() failed.
07.31.16 21:25:37 sapien pc 01.00.00.0609 ---------------------------------------------- 07.31.16 21:25:37 reference function: _write_to_error_file 07.31.16 21:25:37 reference address: 401b13 07.31.16 21:25:37 Couldn't read map file './sapienbeta.map' 07.31.16 21:25:37 CreateDevice succeeded with refresh rate = 0 07.31.16 21:25:37 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 07.31.16 21:25:38 Increasing sound decompression buffer size to 1048576 bytes 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\sleeping\idle_sleeping: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\idlenoncombat\idle_non_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\idlecombat\idle_combat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\armsflailing\panic_run_away: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\involuntary\death_instant: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\actions\alert_noncombat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:38 ERROR sound\dialog\grunt\conditional\combat2\exclamations\dive: speech must be mono, 22kHz. (ask matt if you didn't do this by accident) 07.31.16 21:25:40 file_read('tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound') error 0x00000026 'Reached the end of the file. ' 07.31.16 21:25:40 couldn't read header from the sound tag 'sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant' (tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound) 07.31.16 21:25:40 failed to load dialogue tag 'sound\dialog\marines\fitzgerald\conditional\fitzgerald' 07.31.16 21:25:40 failed to load biped tag 'characters\marine_armored\marine_armored' 07.31.16 21:25:40 failed to load actor_variant tag 'characters\marine_armored\marine_armored assault rifle major' 07.31.16 21:25:40 file_read('tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound') error 0x00000026 'Reached the end of the file. ' 07.31.16 21:25:40 couldn't read header from the sound tag 'sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant' (tags\sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound) 07.31.16 21:25:40 failed to load dialogue tag 'sound\dialog\marines\fitzgerald\conditional\fitzgerald' 07.31.16 21:25:40 failed to load biped tag 'characters\marine_armored\marine_armored' 07.31.16 21:25:40 failed to load actor_variant tag 'characters\marine_armored\marine_armored assault rifle major' 07.31.16 21:25:40 failed to load actor_variant tag 'characters\link\link' 07.31.16 21:25:40 failed to load scenario tag 'levels\test\yoyorast\combat_training_2' 07.31.16 21:25:40 need to get the following tags: 07.31.16 21:25:40 sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound 07.31.16 21:25:40 sound\dialog\marines\fitzgerald\conditional\combat2\killingpeople\killedenemycovenant.sound 07.31.16 21:25:40 07.31.16 21:25:40 game_load() failed.
I also want to mention that I used to be able to open Sapien just fine and only now have these issues.
I tried opening several scenarios in Sapien several times just a few days after I upgraded to Windows 10. So far trying to open any of them results in Sapien immediately closing out after trying to load the scenario files. If there is a fix for this please let me know.
"Jerry The Grunt". My idea was heavily inspired from HaloSecretWeapon's "Murphy The Grunt" series. Perhaps I should have named it something else but oh well. Basically, about the adventures of a grunt from the covenant called Jerry. Each episode is it's own thing for the most part. Edited by Killeryoshi on Jul 27, 2016 at 05:29 PM
I do a machinima series (been taking a break from it lately, need to get back to it) and in a future episode when and if I get back to it I might have a role for you.
I believe the map you're speaking of is this one http://hce.halomaps.org/index.cfm?fid=4424 You play as an elite on a modified version of The Truth and Reconciliation level and towards the end from what I remember there was a boss that fits the description of what you gave. Edited by Killeryoshi on Jul 25, 2016 at 06:01 PM
Your idea doesn't seem all that refined. I'd recommend coming up with more specific details about what happens in your machinima first before making a thread about it. Also, using the bump possession cheat doesn't sync well across a multiplayer server with other players on it, your idea sounds like it would utilize that cheat a lot.
I am trying to make a spot where the player walks by an area, and will later walk by that area again and the 2nd time it triggers ai to spawn. I've tried to script this, but so far I've only gotten it to work when both of the triggers were together and the player is standing on both of them. here is the script I've done so far.
Quote: (script static unit player (unit (list_get (players) 0)) )
(script startup 1 (fade_in 0 0 0 200) )
(script dormant 4 (ai_place ambush) )
(script dormant 3 (sleep_until (volume_test_objects test2 (player)) 5) (wake 4) )
(script startup 2 (sleep_until (volume_test_objects test (player)) 5) (game_save) (wake 3) ) I want to make it so that the 2nd trigger volume is activated by the 1st one and the 2nd trigger then spawns an ai.
http://hce.halomaps.org/index.cfm?fid=2869 It does have wacky in the name after all. And http://hce.halomaps.org/index.cfm?fid=2326 Despite that having SP in the title it's still a multiplayer map, I've played both, they're pretty good, If you were to take just one of them though take the second one. Edited by Killeryoshi on Aug 19, 2014 at 12:15 AM Edited by Killeryoshi on Aug 19, 2014 at 12:16 AM
Wow, you made this from scratch? Nice work, it sounds very good and identical to the original one.
Quote: --- Original message by: Reegar Carbine With the map editor. Do you need help with the map editor or something?
Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: pwner5889Quote: --- Original message by: Slayer117Quote: --- Original message by: pwner5889 Nice job. Hope you didn't rip everything though. why? Because that just means he is lazy if he ripped EVERYTHING. Because ripping totally takes no work at all. In one of my previous posts this person said that when you rip bsps from games like Zelda, there are errors in the bsps that you need to fix or it might have been errors with scenery, or possibly both. Edited by Killeryoshi on Mar 30, 2010 at 08:55 PM
And how do I create objectives?
Quote: simple. place a trigger that will have a distance from the amount of feet from the desired object.
encounter: enc_hunter trigger: mission_fail_trig
Quote: (script startup aiCANTtouchTHIS (sleep_until (volume_test_objects (ai_actors enc_hunter )) 1 ) ;insert all other codes here (game_lost ))
you can copy & paste the code where you want. Even with the ;insert all other codes here part included. Since I made it into a comment with the ";" symbol I tried that and it didn't work, and I am not even sure if when I hit compiled scripts that it detected the script, but I create a folder in the data section so what am I doing wrong? Edited by Killeryoshi on Feb 6, 2010 at 03:34 PM
Thanks and also can you make it so that if like *insert ai encounter here* gets within *insert number of feet here* of *insert name of object here* that you fail your mission? Ex. A hunter has gotten within 20 feet of your base and you fail the mission.
How do I make it so that lets say I wanted to make a door open after an ai was killed or I wanted a cutscene to occur after an ai was killed, how would I make that happen?
Hi I started this topic for people to help come up with picture ideas for lolturrets (Collection of pictures) for the slowbulletproductions site on moonfruit.com, so if you come up with any ideas please post them here. Also here is a link to the site http://slowbulletproductions.moonfruit.com/#
and also could i see my own dedicated server up?
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