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TEMPTii
September 5th, 2009, 11:49 PM
This error, or a bad UV error always appear when I try to make a map now. How do I fix this? :S


09.05.09 22:33:58 reference function: _write_to_error_file
09.05.09 22:33:58 reference address: 42ca20
09.05.09 22:33:58 No More Errors For Tools By: {TLS}Udie
09.05.09 22:33:58 i'm going to render debug lightmaps for inculta of levels\inculta\inculta, and i'll stop when red+blue+green = 0.900000.
Hit control-c now if this isn't right.
09.05.09 22:34:01 WARNING: 1 clusters in structure_bsp levels\inculta\inculta have no background sound or sound environment.
09.05.09 22:34:01 start levels\inculta\inculta
09.05.09 22:34:02 radiosity error: out of memory
09.05.09 22:34:02 EAX: 0xFFFFFFFE
09.05.09 22:34:02 EBX: 0x00613701
09.05.09 22:34:02 ECX: 0x0012F9A0
09.05.09 22:34:02 EDX: 0x000002CC
09.05.09 22:34:02 EDI: 0x0012F9A0
09.05.09 22:34:02 ESI: 0x00000000
09.05.09 22:34:02 EBP: 0x0012F878
09.05.09 22:34:02 ESP: 0x0012F868
09.05.09 22:34:02 EIP: 0x77489A94, C3 8D A4 24 ?????
09.05.09 22:34:02 EXCEPTION halt in \halopc\haloce\source\cseries\debug_memory.c,#183: Invalid pointer: header: 0x82eb578 signature: 0x3c424144 line: 103 file: 0x613748 size: 0x12eec reason: Pointer has been disposed. (\halopc\haloce\source\memory\array.c:80)

paladin
September 6th, 2009, 01:15 AM
you have bad UVs on 1 or more faces. did you uvw map your map? if it only has like 2 textures, select all faces > go to the modifier list > select UVWMapping > check box and set U, V, W to like 500 or something. But that means you have a bad UV when in sapien it says you cant run radiosity after entering the command.

teh lag
September 6th, 2009, 07:37 AM
When you get a bad UV error, you can import the debug.wrl and it will point you to the faces that are giving it trouble. Especially if you've got "hidden" faces that you don't think are there and end up being like .0001 units wide or something, just re-uving the entire map can miss spots.

TEMPTii
September 6th, 2009, 09:11 AM
Well, I used to get bad UV Errors. Right now, I'm using a custom texture I made in photoshop that I just UVW Mapped to be aligned with the map's walls. As for the other texture, the walls are just infinity cliffs and i've tried redoing the UV's. It says that it ran out of memory, does that mean maybe I need to extend the memory to use like you can do in maxscript (+=heapsize)?

Con
September 6th, 2009, 12:02 PM
I think if it's running out of memory then something's wrong with the map. Tool normally can't run out of memory, can it? How much memory do you have?

TEMPTii
September 6th, 2009, 06:43 PM
idk how much o.o but this always happens, regardless the detail or size of the map (btw, the map is over 32,000 faces :S)

TEMPTii
November 24th, 2009, 09:50 AM
I was testing out some snipers and their scopes, and when I tested one out, the scope couldn't zoom back in. First it scoped 2x (normal) and then it still scoped 2x but it said it was scoping 8x, then when I scoped more, it stayed at 2x and didn't show the multiplier and I kept scoping until I got exception data.

I've been screwing around with the scoping crap all day but idk how to fix it :gonk:, help?

SMASH
November 24th, 2009, 10:19 AM
You should always back up the tags. Check Halomaps for the sniper tag and start over is my advice.

TEMPTii
November 24th, 2009, 10:48 AM
No, I extracted some sniper tags to take a look at them.
They worked fine in the map i extracted from but when I put them in my test map the zoom is screwed

Con
November 24th, 2009, 02:12 PM
What map did you extract them from, and was it already modified somehow in that map (even if it was working)?

TEMPTii
November 24th, 2009, 02:31 PM
Various snipers including the coldsnap bigsniper.

Con
November 24th, 2009, 08:10 PM
You should compare the tag's zoom part with the original sniper's tag.

TEMPTii
November 24th, 2009, 08:20 PM
I did, or at least I think I did. I'm not really sure what I should be looking at, the hud_interface right?

t3h m00kz
November 24th, 2009, 11:01 PM
It should be in the .weapon tag. Unfortunately extracting with HEK+ causes it to really fuck up certain numbers, zoom in particular being one of them. In the .weapon tag, you should see number of zoom levels or something similar, and most likely it will be set to something like 250. Set it back to 2 and you should be good.

TEMPTii
November 25th, 2009, 02:10 AM
http://i47.tinypic.com/33ele6o.jpg

LMFAO ! Thanks you ! :neckbeard:

TEMPTii
November 29th, 2009, 09:42 PM
cheats_load : reloads the cheats.txt file. So what exactly does this mean? I could have a cheats.txt file with some dev commands in it?

FRain
November 29th, 2009, 10:22 PM
I'm pretty sure that command was taken out of the code if I'm not mistaken.

Ki11a_FTW
November 29th, 2009, 10:43 PM
cheats_load : reloads the cheats.txt file. So what exactly does this mean? I could have a cheats.txt file with some dev commands in it?

was only used in the testing stages of the game.

TEMPTii
February 21st, 2010, 04:04 PM
I have 3 different sapien and a bunch of working scenarios. I try to open a scenario with one of the three Sapiens, and it closes after I select the scenario. I try this again with different sapiens and different scenarios and it still does the exact same thing. What's wrong?

Vicky
February 21st, 2010, 04:21 PM
Got a dual+ core CPU?

TEMPTii
February 21st, 2010, 04:28 PM
Dual, yes. I'm running it single core already.

CrAsHOvErRide
February 21st, 2010, 04:33 PM
Show us the last few lines of the debug.txt inside your Halo Custom Edition folder.

TEMPTii
February 21st, 2010, 04:36 PM
----------------------------------------------
02.21.10 15:29:37 reference function: _write_to_error_file
02.21.10 15:29:37 reference address: 401b13
02.21.10 15:29:37 Couldn't read map file './a_hobobeta.map'

sleepy1212
February 21st, 2010, 04:57 PM
you need the entire last entry

TEMPTii
February 21st, 2010, 05:14 PM
That is the entire last entry...

TEMPTii
February 21st, 2010, 06:04 PM
----------------------------------------------
02.21.10 15:00:13 reference function: _write_to_error_file
02.21.10 15:00:13 reference address: 401b13
02.21.10 15:00:13 Couldn't read map file './a_hobobeta.map'


02.21.10 15:00:32 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:00:32 reference function: _write_to_error_file
02.21.10 15:00:32 reference address: 401b13
02.21.10 15:00:32 Couldn't read map file './a_hobobeta.map'


02.21.10 15:00:54 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:00:54 reference function: _write_to_error_file
02.21.10 15:00:54 reference address: 401b13
02.21.10 15:00:54 Couldn't read map file './a_hobobeta.map'


02.21.10 15:01:21 sapien pc 01.00.08.0616 ----------------------------------------------
02.21.10 15:01:21 reference function: _write_to_error_file
02.21.10 15:01:21 reference address: 401b13
02.21.10 15:01:21 Couldn't read map file './sapienbeta.map'


02.21.10 15:01:44 sapien pc 01.00.08.0616 ----------------------------------------------
02.21.10 15:01:44 reference function: _write_to_error_file
02.21.10 15:01:44 reference address: 401b13
02.21.10 15:01:44 Couldn't read map file './sapienbeta.map'


02.21.10 15:02:00 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:02:00 reference function: _write_to_error_file
02.21.10 15:02:00 reference address: 401b13
02.21.10 15:02:00 Couldn't read map file './a_hobobeta.map'


02.21.10 15:17:20 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:17:20 reference function: _write_to_error_file
02.21.10 15:17:20 reference address: 401b13
02.21.10 15:17:20 Couldn't read map file './a_hobobeta.map'


02.21.10 15:29:37 a hobo pc 01.01.00.0609 ----------------------------------------------
02.21.10 15:29:37 reference function: _write_to_error_file
02.21.10 15:29:37 reference address: 401b13
02.21.10 15:29:37 Couldn't read map file './a_hobobeta.map'


That's like the last few entries. Sorry for double post.

sleepy1212
February 21st, 2010, 08:03 PM
if you have the single core then try compat with xp or run as admin.

TEMPTii
February 21st, 2010, 09:08 PM
I have dual core. I ran as admin with windows 95 compatibility to run it single core.

TEMPTii
March 2nd, 2010, 05:15 PM
I was playing on Snow Grove a couple weeks ago and couldn't join servers. I went into a lan game to figure out this had happened.

http://www.xfire.com/video/237e9f/

Why? I don't know. I did a system restore overnight and that fixed it for the elapsed 2 weeks and now it's happening again and system restore is a real bitch to do. What the hell is going on? Some people in my clan say this has also happened to them.

Ro0ster
March 2nd, 2010, 05:48 PM
I have no idea why that would happen, but have you tried deleting and redownloading the map?

TEMPTii
March 2nd, 2010, 05:56 PM
Done that quite a few times.

sleepy1212
March 2nd, 2010, 06:00 PM
what about replacing all the stock maps, bitmaps.map in particular?

TEMPTii
March 2nd, 2010, 06:07 PM
Where would I get these replacements?

And I've already reinstalled so those we're already replaced a few days ago. Plus, snow grove was working fine yesterday...

CodeBrain
March 2nd, 2010, 07:13 PM
It COULD be (not saying it is) a map cache checksum error of some kind, although I am uncertain.

Resinball
March 2nd, 2010, 08:12 PM
Scanned for Virii and Spyware? At a minimum run Spybot S&D: http://www.safer-networking.org/index2.html. McCrappy and SNorton miss everything worth a damn BTW.

TEMPTii
March 2nd, 2010, 09:27 PM
Am I expected to know what that means? D:

Resinball
March 3rd, 2010, 12:22 AM
LOL, just follow the link and run the app. Make sure to run Spybot's built-in updater first. I guarantee it will find something.

sevlag
March 3rd, 2010, 06:51 AM
Am I expected to know what that means? D:
yes

Jelly
March 3rd, 2010, 10:24 AM
Some things to try, in order of likelihood:

1) Reinstall Custom Edition
2) Update your video drivers (ATI here (http://support.amd.com/us/gpudownload/Pages/index.aspx)) (nVidia here (http://www.nvidia.com/Download/index5.aspx?lang=en-us)) (If you're not sure, try downloading Everest (http://www.lavalys.com/products.php?ps=UE&lang=en&page=48). It should be able to tell you the name of your adapter and give you a link for a driver download)
3) Update DirectX9 (Latest version here (http://www.microsoft.com/downloads/details.aspx?familyid=0CEF8180-E94A-4F56-B157-5AB8109CB4F5&displaylang=en))
4) Check your graphics card temperature, it should be less than 80 Celsius (SIW can tell you temperatures: download here (http://www.gtopala.com/siw-download.html))

TEMPTii
March 5th, 2010, 06:42 AM
Got rid of 197 infected objects with malware/spyware and did 2 system restores. Still not working.

EDIT: Didn't see the above post.
1. Already reinstalled custom edition twice
2. Checked the video drivers while fugging with my computer, they're fine
3. I'll try number 3
4. My computer runs with the cover plate off anyways (otherwise it'll overheat and crash because it's a piece of shit slimline)

TEMPTii
March 8th, 2010, 05:10 PM
So I was experimenting with some of the commands dealing with units, players for that matter. I turned on devmode when I was hosting a server with 4 people. I wanted to do unit_kill_silent and choose a player to kill, I used the following code.


unit_kill_silent (unit (list_get (players) 2))

This should have killed the second player right? The second player that was returned in the sv_players command? If not, how do I make it so I can choose which player to kill?

Higuy
March 8th, 2010, 05:14 PM
Actually it'd kill the third.

It starts from 0.

TEMPTii
March 8th, 2010, 05:17 PM
Damn arrays

It worked for the first person. He was ID#2 so I unit_killed ID1 and it killed him. But when I set it to unit_kill 2 it killed me instead of the 3rd guy.

chrisk123999
March 8th, 2010, 07:29 PM
It doesn't go by player index. If goes by the latest spawned. That's why scripting MP is hard. The number for a player changes all the time.

Con
March 8th, 2010, 07:58 PM
What always works for me is to bring up sv_players and count from the bottom of the list at 0 up to the player you want.

Skyline
March 8th, 2010, 08:49 PM
What always works for me is to bring up sv_players and count from the bottom of the list at 0 up to the player you want.
This but only counting the players that are alive, which is why it 'changes'.

Dwood
March 8th, 2010, 09:08 PM
Someone, quick make something that tracks that in os.

Inferno
March 9th, 2010, 04:31 PM
I'm pretty sure that shadow spartan tried to and it didn't work.
I tested something like that while he was still working in OS.

ShadowSpartan
March 9th, 2010, 04:36 PM
I'm pretty sure that shadow spartan tried to and it didn't work.
I tested something like that while he was still working in OS.
That was something totally different.

Inferno
March 9th, 2010, 04:49 PM
You were trying to identify players by there key hash or something right?

ShadowSpartan
March 9th, 2010, 05:28 PM
Yes, and I got that working. That doesn't really relate to the current discussion though.

Limited
March 9th, 2010, 06:00 PM
Yeah player indexes in Halo are a real pain in the arse. Theres a few work arounds that can be added to aid the selection of the correct number.

In terms of scripting though, no idea.

TEMPTii
March 9th, 2010, 09:50 PM
FUUUUUUUUUUUUU!
Thanks anyways.

TEMPTii
March 11th, 2010, 07:48 PM
Any tutorials? Say I want to make a simply application that sends chat text to the game if you press F5 or something.

I've tried the sendkeys function but it doesn't exactly work...

chrisk123999
March 11th, 2010, 08:34 PM
Use autohotkey?

http://www.autohotkey.com/

paladin
March 11th, 2010, 08:58 PM
I think he means more like sending packets to the server to automatically sending the message without a macro.

TEMPTii
March 11th, 2010, 09:46 PM
I hate autohotkey. It seems unprofessional.

I guess that's what I mean paladin. How does the cedev thing by bitterbanana work?

paladin
March 11th, 2010, 10:40 PM
They actually attach themselves to the process... As for the data delivery, I have no clue...

CrAsHOvErRide
March 12th, 2010, 06:01 AM
You overwrite memory in a target process.

Can be done with almost any programming language. If you really want to learn programming, go C#.

Kalub
March 13th, 2010, 01:54 AM
Agreed.


However what you seem to want to do (unless cleared up; as your original post is somewhat lacking in description) is a simple macro. Instead of trying to reinvent the wheel I would just google "keyboard macros" and see if that will suit you.

TEMPTii
March 13th, 2010, 09:12 AM
I'd rather just go learn C#. It'll get me farther than a macro will.

formlesstree4
March 14th, 2010, 10:05 PM
A Google Search (http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=VB.net+Memory+Editing) of VB.net memory editing would have found you several threads as well as Microsoft API's such as the ReadProcessMemory (http://pinvoke.net/default.aspx/kernel32/ReadProcessMemory.html) API and the WriteProcessMemory (http://pinvoke.net/default.aspx/kernel32/WriteProcessMemory.html) API, which can be accessed from both VB.net & C#.

EDIT: You can even try to use the Managed Windows API Project (http://mwinapi.sourceforge.net/). I haven't checked it out, so I have no real information I can add on to it, but it might help you out with Reading & Writing Memory.

Kalub
March 15th, 2010, 02:47 AM
Walk before you Run.



How many friggin' gay quotes to I have to throw your way?


Edit: And thinking about AutoIt and how powerful it can be makes your statement look ignorant and mine prove true! Huzzah, I am wiener.

TEMPTii
March 16th, 2010, 07:24 PM
I tried making a bigass map and I was gonna test out what I had at that point but when I compiled, it said Warning: Vertex #0 has a bad point (which I'll assume means that it's too big). What's the maximum for this?

Con
March 16th, 2010, 07:45 PM
Just keep decreasing the size and compiling to see when it starts working.

Inferno
March 16th, 2010, 10:14 PM
Solution:
Stop making DickSnap sequels.

Siliconmaster
March 17th, 2010, 12:20 AM
Solution:
Stop making DickSnap sequels.

^This. However, the limit is pretty fucking huge. If your map is bigger than the limit, you have some issues. Either way, you'll need the memory hack (http://hce.halomaps.org/index.cfm?fid=3478) that increases render distance, because anything past what, 10,000 units maybe, isn't going to render anyway in vanilla CE.

TEMPTii
March 17th, 2010, 01:18 AM
Whenever I approach one of my scenery objects at a certain angle, it disappears when I get close enough.


I just created the object from scratch
It happens when I approach it from the front, not the back
When compiled, the same problem still results
The testing scenario is completely cleared of everything except the object

Help?

paladin
March 17th, 2010, 03:32 AM
Make sure you set the world units it visible at

E: Make sure you have bounding radius and render bounding radius set, as highlighted below

also, +rep if anyone know the movie im watching

http://img651.imageshack.us/img651/3082/renderradius.jpg

p0lar_bear
March 17th, 2010, 03:52 AM
In the top of the scenery tag, there are two fields called "bounding radius" and "render bounding radius."

Bounding radius tells the game how far from the point of origin the object exists. Render bounding radius tell the game how far away from the camera's edge the point of origin can be before its model stops rendering.

The lazy method is to set these values really high, but what you should do, rather, is set the bounding radius to encapsulate the collision model, and the render bounding radius to encapsulate the gbxmodel.

paladin
March 17th, 2010, 04:24 AM
typing 100 is easier, imo

TEMPTii
March 17th, 2010, 07:58 AM
Thanks paladin. Sorry, I'm new to all this tagging stuff :S

OpsY
March 17th, 2010, 10:28 AM
typing 100 is easier, imo


Yeah it is but when you get around stuff with high amount of details, you're losing performances. Or atleast, my computer does, not sure about yours. It's like using LODs, it's pointless on most stuff but when you get to bipeds, you're better with than without.

OpsY
March 17th, 2010, 10:32 AM
As for the bad point error, I'd say it doesn't mean you're over limit. I've had it before and often it's because the single object is too big. It occured when I was making a script room under the map and no matter what I did, as long as the box remained ''four polies'' it found a way to give this or simply to not render. If you want a reference size wize, you can import say the Hugeass BSP and match your map to it. If you still get this error, then you know it's not size.

In this case i'd suggest you tessalate your box a bit and most important, that you don't try making Hugeass 3 or any Huge box map with two bases facing, nukes and a shitload of scenery.

paladin
March 17th, 2010, 12:54 PM
Judging by the fact that he's new to mapping, I dont think he'll have issues with too much stuff. And this is all stuff you learn as you go. He would have eventually found out/ changed things to what they need to be.

sleepy1212
March 17th, 2010, 04:19 PM
why don't you just open a scenery that's similar to yours and use those values?

TEMPTii
March 17th, 2010, 04:21 PM
why don't you just open a scenery that's similar to yours and use those values?
Didn't know what fields I needed to edit.

sleepy1212
March 17th, 2010, 07:20 PM
Didn't know what fields I needed to edit.
sorry, i meant now that you do, since it seems the discussion has shifted to that in particular

chrisk123999
March 17th, 2010, 09:37 PM
You get that error when someone is to far away from 0 0 0. The farthest it can be is somewhere around 125000 max units, I think.

TEMPTii
March 17th, 2010, 10:39 PM
You get that error when someone is to far away from 0 0 0. The farthest it can be is somewhere around 125000 max units, I think.
That makes more sense

TEMPTii
March 18th, 2010, 03:55 PM
I found this pickup script generator on HCE but it's a little buggy.

http://hce.halomaps.org/index.cfm?pg=3&fid=2889

Where would I get Tiamat's script? Or even, how could I modify the script to work better?

Dwood
March 18th, 2010, 04:30 PM
Dude you need your own help thread. As for the pelican script, post the problems with it, and the script you're using, not the generator.

TEMPTii
March 18th, 2010, 04:36 PM
lol, just have a lot of questions right now, probably won't later on

I tested out the script and even if you're the host, the attached vehicle looks as it does if you were the client in coldsnap (it lags in the back). Sometimes, if you drop the vehicle it stays in the air. Like, if you teleport a still vehicle to a point in the air and don't accelerate, the vehicle will just stay there. Same thing goes for the pelican's attached vehicle.

Higuy
March 19th, 2010, 03:13 PM
Well yeah, vehicle_load_magic is just another thing thats buggy as hell in multiplayer. Pretty sure thats what Taimat did for his script in coldsnap, only got it to work like once on that map like 2 years ago.

Dwood
March 19th, 2010, 03:47 PM
The1 had a better peli script somewhere, I need to get a hold of him... edit: Nevermind, he said it was only to be between me and him, sorry.

SnaFuBAR
March 19th, 2010, 05:14 PM
You had way too many help threads. I merged them all, so continue to use this one as your help thread instead of having 16. Thanks.

TEMPTii
March 20th, 2010, 06:11 PM
Mmmm thanks snafu :/

My weapon has a horrible offset.

http://screenshot.xfire.com/s/94241356-3.jpg

It's not only this weapon, any weapon that I modify has this offset in the same general direction. How do I fix it?

sleepy1212
March 20th, 2010, 06:29 PM
ha! i got that too on one i'm working on, first weapon i've made...haven't fixed it yet.

didn't get it until i messed with the hud tag

E: oh wait, i did sort of fix it...i forgot i deleted those elements. not really a fix.

TEMPTii
March 20th, 2010, 06:31 PM
...? So you fixed it? How?

chrisk123999
March 20th, 2010, 07:58 PM
I just got rid of them on my tagset. I think it's a Halo CE problem. Someone correct me if I'm wrong. All the stock maps have that and most maps with stock tags.

Hunter
March 21st, 2010, 12:08 PM
... no.

Why would stock maps have weapons that didnt shoot where the reticle is? Any weapon I have used in a stock map aimed fine.

There will be some values somewhere that you will probably have to change, I aint done modding for at least 2 years now so I aint got a clue, and I havn't got HEK installed to look.

chrisk123999
March 21st, 2010, 12:19 PM
Thought he was talking about the arrows on the sides.

TEMPTii
March 21st, 2010, 04:23 PM
Reticule is in the middle, but it shoots off, if that clears things up...

p0lar_bear
March 21st, 2010, 10:37 PM
Make sure the flag that says something along the lines of "fires from weapon origin" is unchecked?

TEMPTii
March 22nd, 2010, 01:06 AM
It's supposed to be unchecked? D: thanks

t3h m00kz
March 22nd, 2010, 02:22 AM
You can simulate firing from weapon origin with the projectile offset. Just give it a tiny little bit, and the bullets won't seem to be coming from your FACE

sleepy1212
March 22nd, 2010, 10:04 AM
Thought he was talking about the arrows on the sides.

that's what i thought, that's what i deleted from the hud.

p0lar_bear
March 23rd, 2010, 02:35 AM
It's supposed to be unchecked? D: thanks

You typically use that for mounted/vehicle weapons, where you're not in your FP camera.

TEMPTii
March 23rd, 2010, 12:52 PM
Thanks polar bear

Is there a way to make a weapon hud interface 3rd person? That would be really nice for an H3 flamethrower.

TEMPTii
March 26th, 2010, 09:24 PM
When I try to compile a map, tool says:


total tag size is 10.93M (12.07M free)
cache file 5.29M too large (should be 128.00M but was 133.29M)
###FAILED TO BUILD CACHE FILE.
I deleted all the AI encounters in my map, and it went from 5.30M, to 5.29M... how the hell do I fix this?

CodeBrain
March 27th, 2010, 11:33 AM
One or more of your tags are too huge (in filesize that is)

Fixing it requires removing something that has a high file size that normal (a bitmaps thats 33MB just for a weapon is ridiculous)

Shouldn't be that hard finding whats the problem

TEMPTii
March 29th, 2010, 10:28 PM
Does gameservers.com support sapp? If it does, the version hack (v1) isn't against ToS right?

chrisk123999
March 30th, 2010, 04:10 PM
Technically, no. But no one has been "caught" that I know of.

TEMPTii
April 4th, 2010, 10:00 PM
In sapien, what does the output window do? Also, what do those 4 icons in the toolbar do?

p0lar_bear
April 4th, 2010, 11:33 PM
Output window I've only seen have output in it when messing with AI encounters, like telling you how many firing points a squad has.

The four buttons change the mode Sapien is currently working in. The first one is your normal editing mode, the second one is a lightmap editor (which is broken afaik, it can't save your changes), the third button is a scripted camera editor which is good for laying down camera points for cutscenes (press the spacebar to set a camera point at the current location and rotation of your camera) as well as recorded animations (had the ability to control units in Sapien been left in :argh: ), and the last button turns on a model viewer; select a model and it's placed at the level origin (0,0,0), and then you can check all of its animations, permutations, and LODs.

TEMPTii
April 5th, 2010, 09:19 PM
Output window I've only seen have output in it when messing with AI encounters, like telling you how many firing points a squad has.

The four buttons change the mode Sapien is currently working in. The first one is your normal editing mode, the second one is a lightmap editor (which is broken afaik, it can't save your changes), the third button is a scripted camera editor which is good for laying down camera points for cutscenes (press the spacebar to set a camera point at the current location and rotation of your camera) as well as recorded animations (had the ability to control units in Sapien been left in :argh: ), and the last button turns on a model viewer; select a model and it's placed at the level origin (0,0,0), and then you can check all of its animations, permutations, and LODs.
Output window sucks :(

Thanks for all that, i've been wondering for a while.

EDIT: But whenever I use the model viewer, sapien stops working :/

TEMPTii
April 5th, 2010, 10:44 PM
I'm new to AI and I've followed a tutorial on having them follow a command list. I have a command list that tells the AI to move to point 1 and face point 2, then move to point 2 and face point 3, etc... I've assigned this list to a group of ODST AI, but they don't do anything it says, they just walk to a random move position that I placed. What the hell?

p0lar_bear
April 6th, 2010, 02:54 AM
"Model Viewer" is a bit of a misnomer, actually; it shows you models and animations, but only for tagged objects.

As such, when you first bring up that viewer, it scans your working folders for ALL TAGS and gets info ready for any object tags (scenery, vehicle, biped, weapon, etc) that exist. If you have a lot of shit, there's a lot of slowdown.

TEMPTii
April 6th, 2010, 04:30 PM
"Model Viewer" is a bit of a misnomer, actually; it shows you models and animations, but only for tagged objects.

As such, when you first bring up that viewer, it scans your working folders for ALL TAGS and gets info ready for any object tags (scenery, vehicle, biped, weapon, etc) that exist. If you have a lot of shit, there's a lot of slowdown.

Yeah, that's the problem, I have tons of bullshit tags that I should get rid of :(


I'm new to AI and I've followed a tutorial on having them follow a command list. I have a command list that tells the AI to move to point 1 and face point 2, then move to point 2 and face point 3, etc... I've assigned this list to a group of ODST AI, but they don't do anything it says, they just walk to a random move position that I placed. What the hell?

This question is still not yet answered :/

TEMPTii
April 21st, 2010, 04:29 PM
How do I make projectiles fly slower? Not projectiles like a rocket that detonate in the air, but bullets that have no detonation effect. How do I set their speed?

=sw=warlord
April 21st, 2010, 04:34 PM
How do I make projectiles fly slower? Not projectiles like a rocket that detonate in the air, but bullets that have no detonation effect. How do I set their speed?

In guerrila, open up a projectile tag and edit the initial velocity and final velocity variables.

TEMPTii
April 21st, 2010, 04:49 PM
The problem was, i was working with an SMG and its bullets fired slowly but its initial and final velocity variables were set to 1000 and I don't know whats the measure of those. 1000 world units/sec?

=sw=warlord
April 21st, 2010, 05:04 PM
The problem was, i was working with an SMG and its bullets fired slowly but its initial and final velocity variables were set to 1000 and I don't know whats the measure of those. 1000 world units/sec?

That would probably be the rate of fire and not the speed of the bullets, you can edit the rate of fire in the weapon tag.

TEMPTii
April 21st, 2010, 05:32 PM
I'm not talking about the rate of fire. Like, the bullets would fly slowly through the air.

=sw=warlord
April 21st, 2010, 05:35 PM
I'm not talking about the rate of fire. Like, the bullets would fly slowly through the air.

That's odd, try comparing the bullets of the smg with the bullets of the assault rifle and see if theres something you missed out, i seem to remember there was a "limit" for how fast the bullets would move though, i remember having issues because after a certain speed my projectiles would slow down.

TEMPTii
April 21st, 2010, 08:48 PM
I set them to use the same projectile and still had the same effect...

Current Questions:
1. How can I set a bullet projectile's detonation range? So bullets fly farther without disappearing?

2. How can I set a bullet projectile's speed when flying?

TEMPTii
April 29th, 2010, 10:41 PM
Double Post:
How do I set up a device_control to execute a script? Or moreso, how do I set up a device_control to do anything at all besides start a sound or effect?

p0lar_bear
April 30th, 2010, 04:19 AM
Your mentality is backwards. You write a script to continually check the state of a device, and then the script does something based on the position of the control.


;;Basic device script for solo maps
(script continuous devicescript
(if (= (device_get_position myswitch) 0) ;If
(device_set_position mydoor 0) ;Then
(device_set_position mydoor 1) ; Else
)
)

(Remember, the semicolons denote comments in BSL.)

TEMPTii
April 30th, 2010, 06:47 AM
Ahhhhhh. That makes a lot more sense. Any way I can set the device_set_position for a group of objects? Say, if I put them in a device group?

Got it...

TEMPTii
May 12th, 2010, 10:13 PM
How can I set the orientation of a projectile? For example, a rocket shoots with the same projectile orientation, nose away from the person). How would I do this with something like a bomb or C4? Something that falls rather than shoots, but always falls in the same orientation.

teh lag
May 13th, 2010, 01:43 PM
I believe the only real control you have over projectile orientation is the "oriented along velocity" flag in the tag, which is pretty self-explanatory.

TEMPTii
May 13th, 2010, 04:34 PM
that works, thanks lag

TEMPTii
June 1st, 2010, 10:45 PM
In sapien, every time I load it the MDI windows reset. For everyone else, does your window setup stay the same each time sapien is loaded? If so, how do I make mine do so as well?

sleepy1212
June 2nd, 2010, 07:44 AM
In sapien, every time I load it the MDI windows reset. For everyone else, does your window setup stay the same each time sapien is loaded? If so, how do I make mine do so as well?

kinda, all the windows open when some should be minimized and the game window is always partly behind properties

TEMPTii
June 2nd, 2010, 12:34 PM
That's how mine starts every time, but I was looking through tutorials and right when he loaded sapien, his windows were all in different places as opposed to standard cascaded/minimized windows.