View Full Version : Bridge CE Update
Rob Oplawar
October 27th, 2007, 11:03 PM
EDIT:
I'm going to update this first post with links to all the semi-weekly updates from now on.
Update #1: July 7th (http://www.spacebrick.net/view_thread.php?post=102)
Update #2: July 21 (http://www.spacebrick.net/view_thread.php?post=108) (H2V Link (http://www.h2vista.net/forums/showthread.php?t=4388))
Update #3: August 4th (http://www.spacebrick.net/view_thread.php?post=110)
Update #4: August 18th (http://www.spacebrick.net/view_thread.php?post=111) (H2V Link (http://www.h2vista.net/forums/showthread.php?t=5292))
Update #5: September 1st (http://www.spacebrick.net/view_thread.php?post=112)
Update #6: September 15th (http://www.spacebrick.net/view_thread.php?post=113)
Update #7: September 29th (http://www.spacebrick.net/view_thread.php?post=115)
Update #8: October 13th (http://www.spacebrick.net/view_thread.php?post=116)
Update #9: October 27th (http://www.spacebrick.net/view_thread.php?post=117) (scroll down on this post for H2V stuff)
Update #10: November 11th (http://www.spacebrick.net/view_thread.php?post=118) (H2V Link (http://www.h2vista.net/forums/showthread.php?p=185832#post185832))
Update #11: November 25th (http://www.spacebrick.net/view_thread.php?post=119) (H2V Link (http://www.h2vista.net/forums/showthread.php?p=193205#post193205))
Update #12: December 9th (http://www.spacebrick.net/view_thread.php?post=120) (H2V Link (http://www.h2vista.net/forums/showthread.php?p=198127#post198127))
Update #13: December 21st (http://www.spacebrick.net/view_thread.php?post=121) (H2V Link (http://www.h2vista.net/forums/showthread.php?p=201936#post201936))
Update #14: January 27th '08 (http://www.spacebrick.net/view_thread.php?post=122) (H2V Link (http://www.h2vista.net/forums/showthread.php?p=216185#post216185))
Current Update: http://argo.spacebrick.net
All updates: http://www.spacebrick.net/view_thread.php?forum=3&post=81
On to the update:
This semi-weekly update is a big one, and I have a couple of announcements to make.
First announcement:
I am officially declaring the switch back to Halo Custom Edition, and as soon as I am done writing this, I will be changing the <a href="http://argo.moddb.com">ModDb page</a> to reflect this. Having once and for all settled on the engine, the team and I can now focus on putting content into said engine without fear of duplicated effort inherent in an eventual switch.
Wahoo!
To read the rest, go to http://argo.spacebrick.net
Discuss, if you wish. I'd like to hear some feedback.
Sever
October 27th, 2007, 11:34 PM
I'm glad to see that you and your team are making a lot of headway with not only the aspects of mapping etc., but also executive decisions. The two-part release should not only make for an overall better project (more content) but also Bridge will act as another source of publicity for Scythopolis, thus aiding in recruitment. Great idea. I only wish I had some needed talents to offer to your amazing undertaking. If you would like me to (and if there are any more open slots), you can sign me up for one of the voice-actor parts - I will be getting a headset/mic in about a week. Good luck with this project and all others that you attempt!
n00b1n8R
October 27th, 2007, 11:39 PM
:excited:
seriously though, you've got major dedication. I reckon that once this is out you may be able to get a job in game design.
SnaFuBAR
October 27th, 2007, 11:42 PM
this alone would hardly help him get a job. he needs to be more well-rounded first, but he's getting help with that, right, Rob?
Varmint260
October 28th, 2007, 01:15 AM
This is definitely good to see; I've been following BCE with great interest for quite awhile now. I wish I could help with something, but like Sever, the only thing I have to offer is my voice. Problem is, I hate my own voice, ha!
In any case, it's great to hear about progress! Keep up the good work.
Pooky
October 28th, 2007, 01:34 AM
You've got a small but quite dedicated fanbase now eh rob? I think it's really great you're sticking to this and seeing it through, and I'm glad to see another update. :3
Gamerkd16
October 28th, 2007, 04:51 AM
Damn, I wish there were some pics.
Sorry, but reading something at 5 am is hard. Eh...I'll read it tomorrow today.
Nice to see a CE version though, seeing how I don't own vista.
Ki11a_FTW
October 28th, 2007, 10:30 AM
hey Rob.. so this is single player...? correct?
Sever
October 28th, 2007, 10:48 AM
Yes, Rob is making a single player campaign, now split into two maps (Bridge and Scythopolis) in which you take the role of an ODST.
fatso784
October 28th, 2007, 08:01 PM
This is serious stuff man, can't wait!
Rob Oplawar
November 11th, 2007, 08:51 PM
Holy crap, how the time flies. On to this week's update!
Hai Guys!
First, a story:
On Friday, I finished work on the alpha version of one area and the Beta version of another, propelling the 3rd BSP into Beta readiness. That's 3 down, 3 to go, just FYI. Well, considering that there is a certain milestone coming up that I had intended to reach by Thanksgiving, I was ecstatic, for I was actually on track to finish on time! So naturally I told everyone on the team and a few friends, bragging that for once I had hit no snags and was on track- all I needed to do was work through the whole weekend. Well, my Karma came back to get me- my computer decided to stop working on Friday night, and it took me until about 2 hours ago to get it back online.
On to http://argo.spacebrick.net for the rest.
I can't wait until Thanksgiving weekend!
Sever
November 11th, 2007, 09:14 PM
Glad you had a Bridge CE free weekend rob, even though it will (slightly) delay the release. Keep on pluggin'!
Limited
November 14th, 2007, 09:41 PM
Hell yes, finally some good news, cant wait for CE release.
Rob Oplawar
November 29th, 2007, 03:47 AM
BUMP!
Ok admins/mods, which do you prefer, that I create a new thread for each update, or bump this old thread each time? Or do you just hate me and not want me to post at all? =(
Anyway, OSHI late update!
Hi everybody!
I bet you're wondering why I delayed the update (or more likely wondering "you delayed the update? I wasn't paying attention..."). Well, the truth of it is, I'm behind schedule. By a lot. I had planned to have a big internal alpha test ready to go by Thanksgiving, but lately I've been distracted by turkeys and potatoes (http://www.h2vista.net/forums/showthread.php?t=7497). So after Turkey Day and subsequently Update Day came and went, I kept telling myself that I'd only let myself be delayed by one week, so I'd get the alpha (as well as an update featuring kick-ass screenshots from said alpha) out by this Thursday. Well, I've been in crunch time for about two weeks now, and I keep hitting setbacks. And these setbacks are mostly caused by Halo's old school AI, which needs a lot of help with many tasks, including the navigation of stairs. Hey, applying a suitable invisible plane that the AI can recognize is harder than it sounds.
On to http://argo.spacebrick.net for the rest, as always!
n00b1n8R
November 29th, 2007, 05:16 AM
bump this thread each time, and put a link to each update post in the origional post (so as to ease looking up old newsposts).
looks sweet, still no chance of a slight slowdown when your out of regen-health to simulate a serious adrenaline rush (and likely induce one too :D)?
Pooky
November 29th, 2007, 07:30 AM
Red 'not shield meter' looks awesome.
Sever
November 29th, 2007, 07:41 AM
Keep those AI on the right path, Rob. We all wish we had a little Bungie programmer sitting on our shoulders to guide us. You've done more than almost anyone else without one, so I know you're capable of pulling this off in due time. Keep at it Rob!
Also, will you be using an in-game reactive score for the level? If you could get that to work, you'd make Marty proud. I have the full collection of the Halo soundtracks if the game needs anything.
Timo
November 29th, 2007, 01:44 PM
Bump the thread - keeps the forums a little bit tidier. :)
Nice stuff man, it's looking awesome.
Rob Oplawar
November 29th, 2007, 02:40 PM
@Noob: I'll think about it. It won't be too hard to incorporate it into my script- I'll stick it in and see what happens.
@Fried: Thx, wait till you see the non-placeholder one Dano cooks up for me.
@Sever: Yes and no. I will use a couple of the songs from Halo CE, since they're already set up for me, and those ones will be reactive. There are also a couple of other songs from Halo 2 and 3 that I want to use, but I don't have sound editing software precise enough to split it up properly myself, so unless I find an audio technician those songs will just be impulse sounds.
@Timo: will do sir. Thx!
@Everyone: thanks for your support, I hope you all like it when it comes out (someday)!
Huero
November 29th, 2007, 03:02 PM
The uh, visor outline will be different for the ODST right?
Because the ODSTs are different.
Oh, and I forgot, are you using Halo 2 or Halo 3 ODSTs?
Rob Oplawar
November 29th, 2007, 03:13 PM
Lemme answer both at once: WoL is under contract to make a custom ODST biped based off of a combination of Halo 3 concept art, Halo 2 ODSTs, Halo 3 ODSTs, and Neil Blockamp's ODSTs. Once he's done with that, I'm hoping to persuade Dano to make a visor outline based on whatever visor WoL comes up with, but if Dane isn't available, I can do it myself, although it won't be as good.
And WoL, the penalty for breaking your contract is death by monitor-bludgeoning (and I will use your pretty new 22" to do it).
Pooky
November 29th, 2007, 04:34 PM
Oh hey I thought of something. Why not call the shield meter the 'pain threshold'
AAA
November 29th, 2007, 10:11 PM
Looks amazing. Give a nice feel to gameplay depletion of shields. Just what we need, more worry for the player's survival.
Think you may wanna lower the blurring effects around the edges of the crosshair slightly more though.
nooBBooze
November 30th, 2007, 07:56 AM
May i ask a Q? Yes? Yay.
Now, ive noticed that on custom sp maps the default difficulty is set normal.
while it seems that thats not a big deal, to me it is. [sure, i would theoretically know how to set it on higher difficulties, but since im to lazy and honestly to noobish in halos tech aspects, i dont feel like using the dev-console] on normal, i can basically run through the level and therefore "norma"l pretty much spoils the levels for me. and since id really like to be really able to appreciate your work, id find it very handy, if you would somehow allow me and my kind [ of nubs D:] to play thorug "Bridge" on legendary right from the start.
oh and btw and just to contribute a lil, have a smiley:
:)
Shall ur moral be boosted.
ima_from_America
November 30th, 2007, 08:03 AM
^ You mean like "Grunts with self-arming nukes" legendary or "Invisible Grunts that stab you when you're not looking" legendary?
Timo
November 30th, 2007, 02:37 PM
nooBBooze as far as I know, there's one devmode command you need to use in order to change the difficulty level, so all you'll need to do is copy it from the forums, then open up the dev console and right click.
E: Although on second thought, if he's really keen he can set up a UI to do that for him, I guess :p
Rob Oplawar
November 30th, 2007, 03:35 PM
^ Yeah, I'm considering making a custom Bridge UI to go with, that would have all the functionality of the original ui, including all the original campaign missions, plus my two maps. If I do end up doing that, though, it still won't be for a while.
And if not, it's pretty simple really, all you do is
game_difficulty_set impossible
before doing
map_name bridge
e: grunts with self-arming nukes, you say? hmmm, I am intrigued by this...
nooBBooze
November 30th, 2007, 03:57 PM
And if not, it's pretty simple really, all you do is
game_difficulty_set impossible
before doing
map_name bridge
And this one works with the console? hmm...i thought i heard someone saying id need dev for this.
anyhoo...a custom bridge ui would be cake.
[OT: whatever happended to the delta ui?]
Timo
November 30th, 2007, 05:20 PM
It's turned into one of those never-to-be-released projects I guess. :-(
Making a different SP map compatible with the current UI would be easy, and it'd only require 4 scripts (provided that the game_difficulty_set command would work in a script).
n00b1n8R
November 30th, 2007, 06:44 PM
It's turned into one of those never-to-be-released projects I guess. :-(
then release as is, we don't care :(
TPE
November 30th, 2007, 06:51 PM
I would rather see a kamakazi (Spelling eh?) grunts then grunts with self arming nukes in Halo 1.
n00b1n8R
November 30th, 2007, 06:54 PM
I think that's what he meant (I hope).
Pooky
November 30th, 2007, 07:10 PM
then release as is, we don't care :(
I agree strongly with this post. At least give us the classic one :(
Pooky
November 30th, 2007, 07:12 PM
If I do end up doing that, though, it still won't be for a while.
Then... don't do it tbh. I'll do whatever it takes to make those silly newbs understand. Also, iirc, can't you just rename custom single player CE maps to "a10" and "a30" and load them through any Campaign supporting UI?
Timo
November 30th, 2007, 07:20 PM
You can have it so you can choose between the two. It wouldn't take up that much time, as you don't need to edit much. It depends on whether he's wanting a fully custom UI, or just the default one with another menu. In either case I could help out, as I have nothing to do :d
Rob Oplawar
November 30th, 2007, 07:55 PM
You'd be willing to make a custom Bridge CE main menu? I'd appreciate it much =D
Timo
November 30th, 2007, 09:28 PM
I'd be able to do everything on the widget side of creating it, but you'd need to supply me or get someone to create bitmaps for me to use.
Rob Oplawar
December 2nd, 2007, 03:55 PM
So I tried the slowdown thing and decided not to keep it for two reasons.
One is that even if you slow down the game by just a little bit, that means that somewhere sometime an animation is going to have a frame that lasts longer than 1/30 of a second. So no matter what value I pick, the animations look jerky and lame.
The other is that Halo is a fast paced game, and the typical play style is somewhat Rambo-ish. Your shields go down a lot. It gets kind of annoying for time to keep slowing down like that all the time.
Pooky
December 2nd, 2007, 04:57 PM
It gets kind of annoying for time to keep slowing down like that all the time.
try not having it slow down until your health reaches a critical level (i.e. only 1 shot will kill you) and have it not slow down that much
Rob Oplawar
December 2nd, 2007, 05:22 PM
even so, with the animation jerkiness, I don't think it really works. It just looks unpolished and is too far a change from the basic mechanics of Halo which I'm trying to stick to after all.
Bad Waffle
December 2nd, 2007, 06:28 PM
Lemme answer both at once: WoL is under contract to make a custom ODST biped based off of a combination of Halo 3 concept art, Halo 2 ODSTs, Halo 3 ODSTs, and Neil Blockamp's ODSTs. Once he's done with that, I'm hoping to persuade Dano to make a visor outline based on whatever visor WoL comes up with, but if Dane isn't available, I can do it myself, although it won't be as good.
And WoL, the penalty for breaking your contract is death by monitor-bludgeoning (and I will use your pretty new 22" to do it).
If you touch my 22" ill rip off your 7", if you catch my drift.
Tweek
December 2nd, 2007, 06:37 PM
i lold
dano is taken :-3
should be sweet
Leiukemia
December 2nd, 2007, 07:35 PM
ill rip off your 7".
You're giving him too much credit. OH SNAP
SnaFuBAR
December 2nd, 2007, 07:43 PM
:supaburn:
Rob Oplawar
December 2nd, 2007, 08:32 PM
oh yeah? well, your face is there!
ohhhh burrrrn!
Con
December 2nd, 2007, 09:22 PM
n, u fail
Rosco
December 3rd, 2007, 01:59 PM
n, u fail
ftfy idgi lwtf
sorry, out of memes tonight.
p0lar_bear
December 7th, 2007, 04:30 AM
Hey guys, do I see some unconstructive posts in here? http://sa.tweek.us/emots/images/emot-cop.gif
Pooky
December 7th, 2007, 04:50 PM
Maybe you should give infractions on sight like I always get :o
Rob Oplawar
December 9th, 2007, 09:33 PM
Oh, :ohsnap:, looks like it's that time again.
New update. Very small one. Mostly me apologizing for being so far behind schedule, as always. Also screenshots.
http://argo.spacebrick.net
It's hard for me to say, since I've been playtesting this thing a lot for a while now, but even accepting that it still seems like there isn't very much new in the screenshots. The reason for that is one: the new areas are unfinished and have shit lighting applied to them, and I refuse to show off something that looks like shit, and two: I can't spoil the whole level for you, can I? Gotta save some areas for when you actually play through.
Anyway, what I'm really looking for atm is crit on the HUD. I think I'm going to stay with this or something very close to this, so what are your impressions of it? Too obvious? Not obvious enough? Ugly? Etc.
Pooky
December 9th, 2007, 09:39 PM
I'm not seeing any images at all in that update, how am I supposed to critique the HUD
E: nvm I just skimmed it
E again: outline looks much better
Why does the AR have a Pistol reticle
Health meter needs to be changed so it doesnt look so massively out of place with the shield meter not there
n00b1n8R
December 9th, 2007, 09:39 PM
well placed rvb reference :-3
what's the the pistol reticle on the AR?
any chance you'll be putting explosiv american's updated textures on anything?
also pooky, learn to read.
also, what difficulty is this on or do you just suck or will this be extra hard? (wondering why you keep being low on health).
The HUD is nice :)
TeeKup
December 9th, 2007, 09:47 PM
Very very nice rob.
Rob Oplawar
December 9th, 2007, 10:06 PM
The pistol reticle for the AR is a placeholder- it's a Halo 3 style AR. All I changed was the rate of fire, accuracy, damage, and ammo count, but aesthetically it's exactly the same as in Halo 1. I'll fix up the hud interface (and the ammo meter on the gun itself- look closely lol) once it's more important that I do so.
I doubt I'll be using his updated textures as I have no idea what they are anyway, and Halo's original textures are just fine, and Dano's gonna help me out with the custom textures.
It's on normal, but actually, it seems pretty easy for normal. I'm still having trouble getting the player's squadmates to behave correctly and until I do the difficulty is gonna be hard to nail down. For the most part it seems to play about right atm.
For an example of incorrect AI behavior, right now one of the squadmates carries a shotgun (which is subject to change), and he likes to engage enemies from about 30 meters, and somehow manages to take them down in one shot from that range. And while he's off owning everybody, the rest of the squad is stuck running into a wall. :rolleyes:
Pooky
December 9th, 2007, 10:09 PM
The pistol reticle for the AR is a placeholder- it's a Halo 3 style AR.
why? :gonk:
I like my spam-a-licious AR :(
Timo
December 9th, 2007, 11:09 PM
Nice stuff Rob! ;o
SnaFuBAR
December 10th, 2007, 01:01 AM
hud looks wonderful, i'd just like to see it a tad bit more obvious and defined. it lacks sharpness.
nooBBooze
December 10th, 2007, 07:51 AM
Just a Q4U Rob:
Since im playing ce on a widescreen, im using yelo to adjust the hud and its working just fine exept the black bars in the cutscenes of the campaign are a bit screwed up. idk if thats hud related, or it has anything to do with yelo itself, or if theres any other technicalthingy going on, but is there a slight chance you can fix this for bridge ce?
PenGuin1362
December 10th, 2007, 09:21 AM
i must say rob, you've done a great job on this so far. keep it up :)
Rob Oplawar
December 10th, 2007, 01:35 PM
I'm not sure what yelo is or what causes the problem, but I'm assuming you use it to keep the HUD from getting stretched when you play widescreen? In that case it'll mess up the visor outline =/
But I have been thinking of releasing two versions with different HUD settings- one designed for normal aspect and one designed for widescreen.
PenGuin1362
December 10th, 2007, 03:14 PM
yelo is an app by bitterbanna and kornman. it has a fix for widescreen.
Pooky
December 10th, 2007, 04:21 PM
But I have been thinking of releasing two versions with different HUD settings- one designed for normal aspect and one designed for widescreen.
Wouldn't it be possible to release one set of maps, along with a patch for widescreen?
Higuy
December 10th, 2007, 04:33 PM
this looks really good , especially a campagin mode. (love the modeling and all.)
ima_from_America
December 10th, 2007, 04:44 PM
I would be in favor of a widescreen format.
Yeah, and not to get all CoD on you, but it would be awesome if there was this ringing sound when a grenade detonates in close proximity to you. What I'm saying is like the screen's all fuzzy *sighs dreamily* combined with the ringing sound and the heartbeat. That would be AWESOME.
Rob Oplawar
December 10th, 2007, 10:14 PM
I briefly experimented with having the audio quality change when you're hurt (ie, things get quieter, and it sounds dampened like when you're underwater). After about the 12th time Halo crashed due to this, I decided it's not worth the trouble. It's too unnatural a modification for the engine I think, and I feel my time is better spent getting the level itself done. It's more of a campaign expansion than a full blown mod, and I won't be messing with Halo's mechanics very much.
nooBBooze
December 11th, 2007, 11:31 AM
But I have been thinking of releasing two versions with different HUD settings- one designed for normal aspect and one designed for widescreen.
That would be awsum ^_^
Rob Oplawar
December 11th, 2007, 03:00 PM
Instead of creating a new thread, I'll just ask here: How do you make an ai character invulnerable?
My current approach is to just give them a ridiculous amount of health and check the "not killed instantly by melee" flag, but they're still vulnerable to headshots. Any ideas?
Pooky
December 11th, 2007, 04:45 PM
Instead of creating a new thread, I'll just ask here: How do you make an ai character invulnerable?
My current approach is to just give them a ridiculous amount of health and check the "not killed instantly by melee" flag, but they're still vulnerable to headshots. Any ideas?
Maybe you could redesign the biped without a headshot zone, but I really don't know
Roostervier
December 11th, 2007, 04:57 PM
In the collision model, the region for head has a "head" flag. Try unchecking that and saving.
CtrlAltDestroy
December 11th, 2007, 06:05 PM
material*
Rob Oplawar
December 11th, 2007, 07:27 PM
In the collision model, the region for head has a "head" flag. Try unchecking that and saving.
ahhhh there it is, thank you very much. It works now. =)
Rob Oplawar
December 12th, 2007, 12:18 AM
Ok, so I've taught the AI to navigate stairs. I've got it to follow the player. I've got the individual marines to use the correct permutations. I've given them all the correct voices and weapons and combat preferences. I've made the ones who appear in later cinematics invincible.
Now only one thing remains, and I hope it's a simple one, but it's had me stumped for a while now. How do I get the AI to run instead of walk, even when they're not in combat?
n00b1n8R
December 12th, 2007, 01:51 AM
shit, I forgot this incredibly inportent question:
will Johnson be in it?
Rob Oplawar
December 12th, 2007, 02:39 AM
no, he is otherwise occupied, as are all the other characters yet defined in the Halo universe. This is an entirely new set of characters.
But don't read too much into it. The storyline is not a masterwork of literature. It started as little more than premise for the player to be doing certain things, and I tried my best to construct a cohesive story out of that while still fitting in with everything in the Halo universe, but I'm no author and I don't really have the time to rewrite the story at this point. And so, there is one glaring problem- the fact that there are 17 worlds controlled by the UNSC, and as such it's likely that they all already have backstories defined somewhere in the Halo universe. But who's counting, right? You'll just have to suspend disbelief and take this as just another one of humanity's colonies.
Anyway, enough talk about the storyline. Anybody know how to force the AI to run? They walk so slowly! It's annoying to have to wait for them to catch up with you.
Sever
December 12th, 2007, 07:36 AM
Quick uneducated thought: invisible and untargetable enemies leading them along?
n00b1n8R
December 12th, 2007, 08:02 AM
can you set it up so that if their X distance away from you or more, they walk faster?
Rob Oplawar
December 12th, 2007, 03:09 PM
@Sever: Not really, because even if that would force them to run, I'd still need to get the invisible enemies to run too. Plus I can't have it just one of the ways- either the marines follow them AND shoot at them, or they don't shoot but they don't follow either.
Scooby Doo
December 12th, 2007, 03:38 PM
didn't the marine who takes you to Keyes on the 1st level(Pillar of Autumn) run? if so, then there must be a way. i wonder is polarbear is around, i have a feeling he would know...
~Scoob
Timo
December 12th, 2007, 04:09 PM
Could you set up trigger volumes that make marines run to points on the map via command lists when you get to them, or switch them to alert, if that forces them to run?
p0lar_bear
December 13th, 2007, 04:21 AM
Try making your AI squad that follows you never return to an "alert" state; despite the name, that's actually where they stand at ease.
Rob Oplawar
December 13th, 2007, 12:44 PM
orly? well that would explain it- I've set them all to return to alert thinking that's the one I wanted. What should they return to instead?
adumass
December 13th, 2007, 12:54 PM
orly? well that would explain it- I've set them all to return to alert thinking that's the one I wanted. What should they return to instead?
I think guarding at guard position or searching, those are the only ones I remember right now.
Rob Oplawar
December 13th, 2007, 09:17 PM
Lol, well that would explain why you said guarding at guard position instead of alert in the tutorial you sent me. Beforehand I had made a series of assumptions about the AI states, and it looks like those assumptions were largely wrong.
=/
Anyway, it works splendidly now! There's just one last horrible problem. For some reason the teammates don't get a green reticle- they just seem to be... neutral. They're on the human side, and I did do the ai_allegiance commands between player and human... Any thoughts?
p0lar_bear
December 13th, 2007, 09:46 PM
Green reticles on friendly targets was added in Halo 2. It was not in Halo 1.
There's no way to make do that it without recoding the engine.
Rob Oplawar
December 13th, 2007, 10:16 PM
Really? Are you sure? Hm, that's odd, I remember it being in tha first Halo. Sigh, I guess my mind just invented another memory. Sheesh.
edit: In other news, production is suddenly screaming along at a dizzying pace. I got a lot done this afternoon. Yay!
Pooky
December 13th, 2007, 11:21 PM
Really? Are you sure? Hm, that's odd, I remember it being in tha first Halo. Sigh, I guess my mind just invented another memory. Sheesh.
Are the headshot zone dots in the reticle broken too? :lol:
j/k <3
Rob Oplawar
December 21st, 2007, 09:08 PM
Hey guys! I almost didn't post an update, and then the responsible part of me caught the procrastinator part of me and strangled him, then held me at gunpoint and forced me to type one up. So instead of the traditional late Sunday update, you get an early Friday update. One of these days I'm gonna update on time on a Saturday...
Anyway, as always, http://argo.spacebrick.net
Rob Oplawar
December 21st, 2007, 09:18 PM
And here goes a double post since this is unrelated to the update. Well, ok, actually the update sort of mentions this.
I have a problem with my invincible AI- they speak their combat and non-combat lines just fine, but they don't seem to make any pain noises. The fact that they're invincible would be less cheesy and obvious if they would at least act like they weren't, you know? Anyway, I think the reason for this is that I gave them a huge amount of health to make them invincible, and the pain lines are probably triggerred by a *percentage* of their health going down, or something like that.
But that got me thinking, what if I let them die? If a unit is dead, is it possible to set its health to full to make it alive again? I'm on my mom's computer so I can't test this, and I don't have an hs_doc file. There's a command something like unit_set_health or something like that. Will someone please check to see if the unit_set_health command will revive a dead ai? If that works, I already know exactly where to go from there, and it will add to the squad mechaninc a certain amount of extra depth that I've felt was missing.
edit: But don't let this new post bury the post above- do take note of the Dec 21 update.
Rob Oplawar
December 28th, 2007, 12:12 PM
bump triple post. Somebody please test this? Mass? WoL? Boba? Anybody? I'm dyin here without access to Halo CE. Someone end the suspense!
Disaster
December 28th, 2007, 03:54 PM
i would do it but i dont feel like it. Lawl. I might test it later though
Mass
December 28th, 2007, 04:01 PM
whoops.
Disaster
December 28th, 2007, 04:02 PM
i thought he was talking about the ai thing with the scirpt..nvm
adumass
December 28th, 2007, 04:18 PM
Unit_get_health just tells you the health of the unit (0,1) I tried Unit_set_current_vitality after I killed a unit but he didn't come back to life. Didn't see a unit_set_health command. Maybe you could make it like the halo1 flood/ halo3 major characters, they die but get back up after a while. I think it was called feign death in halo1.
Disaster
December 28th, 2007, 04:20 PM
you can make it to change his health after it gets past a certain precentage..im not overly positive though but i think you can..you would have to ask kirby or some other good scripter
so whenever it falls past a certain point it will revive him back to full health
Timo
December 28th, 2007, 04:21 PM
Could you look through the a10 script and find where the invincible marines are activated to kill you after you shoot keyes?
Disaster
December 28th, 2007, 04:25 PM
hmm...ill ask kirby and post his reply
Timo
December 28th, 2007, 04:30 PM
Woop, found it:
(object_cannot_take_damage (ai_actors bridge_kill ))
You'd have to have the person in their own encounter if I know what i'm talking about, but I don't, so try it. ;p
Disaster
December 28th, 2007, 04:32 PM
ah..but the marines still dont say the pain lines
im thinking you just make a script that resets the units health every few seconds...but then if it gets hit by a vehicle...headshot..ill keep looking through script doc
Apoc4lypse
December 29th, 2007, 12:11 AM
ah..but the marines still dont say the pain lines
im thinking you just make a script that resets the units health every few seconds...but then if it gets hit by a vehicle...headshot..ill keep looking through script doc
really? I could have sworn they did lol...
:randomly jumps into the conversation while not knowing a thing about scripting:
they don't say pain lines at all?
:tries to help:
Could u use health packs to somehow keep them invincible but still take damage so they will say pain lines mb?
*goes back to secret identity*
Timo
December 29th, 2007, 12:18 AM
They made pain sounds in the campaign :?
adumass
December 29th, 2007, 01:22 AM
They made pain sounds in the campaign :?
Yea when they got shot..and I think only players can pick up health packs.
Feign death like the flood from halo1 seems like the best way to me. Its in the biped tags.
Disaster
December 29th, 2007, 10:08 AM
Woop, found it:
(object_cannot_take_damage (ai_actors bridge_kill ))
You'd have to have the person in their own encounter if I know what i'm talking about, but I don't, so try it. ;p
but look...for the marines to say the pain lines..the health has to fall and look at that script command (object_cannot_take_damage (ai_actors bridge_kill ))
look around through script doc and see if you can find a command that restores the marines health after it falls to a certain point.
Timo
December 29th, 2007, 04:06 PM
I know that's what the command says - but that command is activated in-game when you kill keyes on the first level. Shoot the invincible marines, they yell in pain :|
Rob Oplawar
December 29th, 2007, 07:12 PM
awesome, that will work. I was thinking of doing it like Gears of War where you can revive your teammates if they die, or like Halo 3 where the Arbiter will get back up on his own when it's safe, but the invincibility thing seems the best bet. Lol, I messed around with headshots and whatnot for nothing. =/
Tyvm for your help tho. =)
Disaster
December 30th, 2007, 10:41 AM
ooh good idea, is it going to be a function that you can press a button and it revives them?
hmm, this is off topic but since you mentioned gears of war, would it be possible to write a script that givese the player a function to perform an action *curb stomping* or chainsaw bayonet* so that you can kill the player?
Rob Oplawar
December 30th, 2007, 01:28 PM
No. I like the invincibility option. The idea is that it's something we're already familiar with in the halo universe. I just want to stick with Halo's normal gameplay mechanics as much as possible. The blur effect when you're damaged is the most extreme modification I will make.
Apoc4lypse
December 30th, 2007, 05:10 PM
The blur effect when you're damaged is the most extreme modification I will make.
not if I'm still helping the mod... I always have some sort of crazy idea.. lol I have had a few for a mod like this, they can be added to the mod when ever tho, so that kind of stuff can wait till later, bsp construction and scenario design/scripting should be the main focus for now. :) I might be able to do some modeling tonight finally heh.
Mass
January 27th, 2008, 12:21 AM
Well, Rob has forsaken these here forums due to administrational dissatisfaction. So, I'm probably gonna be the one updating this thread, as I am now. Rob may or many not have resumed writing updates to his jargled website (http://argo.spacebrick.net/) which may or may not appear in the near future.
Anyway, onto the main news of the day. Based on that very same jargled website, I took the initiative, with approval of course, to make a new and up to date wiki article on the subject. The old one was, well, old. So old in fact that it was listed as Bridge Vista, heh.
So, here is a link to the up-to-date page:
http://www.h2ek.com/wiki/index.php?title=Bridge_CE
Please no :picsorstfu:, we're working on it.
Bridge CE lives!
Rob Oplawar
January 27th, 2008, 08:39 PM
Oh hai.
I'm just dropping by to let you know that Mass isn't lying, and BCE really is still going.
A clipping for those interested:
Hey guys! The start of classes is demanding, so I skipped 2 updates instead of just the one over winter break, but now I'm back, and very pleased to report that the project is still alive! It's doing science and it's still alive!
No but seriously. The pace continues to accelerate as deadlines approach, and compared to how things were when I first started, things are practically screaming along. That big alpha test that was supposed to happen on Thanksgiving still hasn't come yet, but it's not because we haven't met the goals we had for it at the time- we have, but I keep pushing it back just a bit further so I can include the next cool new thing that needs just a few more days.
But enough with the chit-chat. I have announcements to make.
Check out the rest at our website: http://argo.spacebrick.net
Ok, toodles!
Timo
January 27th, 2008, 08:48 PM
Have to say I can't wait man! This looks awesome.
n00b1n8R
January 27th, 2008, 11:29 PM
come back rob, we miss you D':
also keep up the good work :^D
Varmint260
January 27th, 2008, 11:47 PM
Looks excellent! An excellent selection of announcements that hint SOMETHING COOL is coming, but not what. Lovin' the suspense, dude.
nooBBooze
January 28th, 2008, 09:27 AM
come back rob, we miss you D':
also keep up the good work :^D
^
D:
Lateksi
January 28th, 2008, 04:32 PM
Want a voiceactor with weird accent, hit me up. (lol) And good job, this is the project I'm most excited about of the current projects going.
Bodzilla
January 31st, 2008, 07:16 AM
Want a voiceactor with weird accent, hit me up. (lol) And good job, this is the project I'm most excited about of the current projects going.
Well i'm australian.
i win :^D
seriously voice acting, it's not just my Cam that i whore :-3
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