View Full Version : Headlong Teaser Trailer (sorta)
kenney001
September 17th, 2007, 11:17 PM
I had a bunch of gameplay videos and I was messing with a WAV editor.This is the product, and somewhat a trailer for HEADLONG.
NfHIfVzja2g
before you ask, it should be comming out this week. I have a growing list of minor problems and not the time to fix them.
Sever
September 17th, 2007, 11:25 PM
Nicely done. Now stop promoting it and get to work! lol jk videos like this are always worth the wait.
Teh Ganon
September 17th, 2007, 11:25 PM
Where are the girly nade throwing anims D:! lol.. very nice!
CtrlAltDestroy
September 17th, 2007, 11:27 PM
You really need to fix your hud.
kenney001
September 17th, 2007, 11:30 PM
^^I would but I have just about had it with this level. I want to release it when my bug list is gone, and not worry about the stuff that already looks ok. If you WANT to find me a better h2 HUD go for it.....
Its not really promoting, its aggrivating :lol:
this video was my "break" from actually working on it. I need breaks you know.
Jay2645
September 18th, 2007, 12:46 AM
Nah, that HUD is fine. My only suggestion would be to space out the icons at the top right of the screen a little from each other.
As I keep saying, post your bug list here, and maybe we can help whittle it down.
And you are still using that Anti-Aimbot script, right? Because I now have a more effective one, PM me if you still want it. Same setup as the previous one, this one just adds a couple commands to make the aimbots lock on more often.
kenney001
September 18th, 2007, 07:37 AM
you see? Its just stuff that needs to be done, not stuff I am having problems figuring out. This is why I say it should be out soon, but then I can't get anything done because of homework, extra curricular activities, etc....
shotgun is to accurate/powerful
SMG Reload Empty sound is wrong
Rocket has 2 zoom levels
Shotgun has invinate zooms (crashes)
Carbine pickup icon
Needler Projectile speed
Nade throwing distance
Put the SUn lens flare back into the sky
Anti-aimbot script (yes jay an updated version would be wonderful)
purple carbine muzzle-flash-and then theres this invisible wall that i cant for the life of my get rid of, that basically extends the wart-hog side of the building the headlong is attatched to, to where you cant shoot people in the street below, unless they are past the place where the streets merge.
OmegaDragon
September 18th, 2007, 08:32 AM
Anti-aimbot script (yes jay an updated version would be wonderful)This bullet point interests OmegaDragon, please explain what it does, how it works, and is it effective. Good job so far.
Funions
September 18th, 2007, 09:54 AM
I don't think that the people that play ce will care about your hud, it's looking great so far keep up the good work.
Sunray
September 18th, 2007, 11:50 AM
About the HUD.
I realise that you have spent a lot of time on this map and it is your project, but when you have spent this long on a map, making it suitable for release, it seems a real shame not to make it perfect. IMHO if you know the problem is there and the feature it is not as it should be, you should fix it to make the release as perfect as possible. Like I say, it's your map and you're the one who's had to slave over it, but to me it seems a shame to leave it.
Otherwise, looks great! Looking forward to release. Thanks for all the work you've put in so far to get a good H2 map into CE.
p0lar_bear
September 18th, 2007, 03:50 PM
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
kenney001
September 18th, 2007, 04:35 PM
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
I tried using all of one, but they were missing half the weapons, so i mixed and matched. The tags I used used both yours and his, and its a real pain to fix and isnt worth the effort.
The time it takes to fix the HUD greatly overwhealms the miniscule effect it would have. The HUD I am using works, and looks fine as it is.....
Jay2645
September 18th, 2007, 05:53 PM
you see? Its just stuff that needs to be done, not stuff I am having problems figuring out. This is why I say it should be out soon, but then I can't get anything done because of homework, extra curricular activities, etc....
shotgun is to accurate/powerful
SMG Reload Empty sound is wrong
Rocket has 2 zoom levels
Shotgun has invinate zooms (crashes)
Carbine pickup icon
Needler Projectile speed
Nade throwing distance
Put the SUn lens flare back into the sky
Anti-aimbot script (yes jay an updated version would be wonderful)
purple carbine muzzle-flash-and then theres this invisible wall that i cant for the life of my get rid of, that basically extends the wart-hog side of the building the headlong is attatched to, to where you cant shoot people in the street below, unless they are past the place where the streets merge.
Well, for the anti-aimbot script, this should do the trick (Please be reminded that since H2V hates the tab key and replaces any references to it with spaces, you should replace the random spaces with the tab key):
(script continuous antiaimbot1
(objects_attach (unit (list_get (players) 0)) "head" biped1 "right hand")
(objects_detach (unit (list_get (players) 0)) biped1)
)
(script continuous antiaimbot2
(objects_attach (unit (list_get (players) 1)) "head" biped2 "right hand")
(objects_detach (unit (list_get (players) 1)) biped2)
)
(script continuous antiaimbot3
(objects_attach (unit (list_get (players) 2)) "head" biped3 "right hand")
(objects_detach (unit (list_get (players) 2)) biped3)
)
(script continuous antiaimbot4
(objects_attach (unit (list_get (players) 3)) "head" biped4 "right hand")
(objects_detach (unit (list_get (players) 3)) biped4)
)
(script continuous antiaimbot5
(objects_attach (unit (list_get (players) 4)) "head" biped5 "right hand")
(objects_detach (unit (list_get (players) 4)) biped5)
)
(script continuous antiaimbot6
(objects_attach (unit (list_get (players) 5)) "head" biped6 "right hand")
(objects_detach (unit (list_get (players) 5)) biped6)
)
(script continuous antiaimbot7
(objects_attach (unit (list_get (players) 6)) "head" biped7 "right hand")
(objects_detach (unit (list_get (players) 6)) biped7)
)
(script continuous antiaimbot8
(objects_attach (unit (list_get (players) 7)) "head" biped8 "right hand")
(objects_detach (unit (list_get (players) 7)) biped8)
)
(script continuous antiaimbot9
(objects_attach (unit (list_get (players) 8)) "head" biped9 "right hand")
(objects_detach (unit (list_get (players) 8)) biped9)
)
(script continuous antiaimbot10
(objects_attach (unit (list_get (players) 9)) "head" biped10 "right hand")
(objects_detach (unit (list_get (players) 9)) biped10)
)
(script continuous antiaimbot11
(objects_attach (unit (list_get (players) 10)) "head" biped11 "right hand")
(objects_detach (unit (list_get (players) 10)) biped11)
)
(script continuous antiaimbot12
(objects_attach (unit (list_get (players) 11)) "head" biped12 "right hand")
(objects_detach (unit (list_get (players) 11)) biped12)
)
(script continuous antiaimbot13
(objects_attach (unit (list_get (players) 12)) "head" biped13 "right hand")
(objects_detach (unit (list_get (players) 12)) biped13)
)
(script continuous antiaimbot14
(objects_attach (unit (list_get (players) 13)) "head" biped14 "right hand")
(objects_detach (unit (list_get (players) 13)) biped14)
)
(script continuous antiaimbot15
(objects_attach (unit (list_get (players) 14)) "head" biped15 "right hand")
(objects_detach (unit (list_get (players) 14)) biped15)
)
(script continuous antiaimbot16
(objects_attach (unit (list_get (players) 15)) "head" biped16 "right hand")
(objects_detach (unit (list_get (players) 15)) biped16)
)To set up, simply make 16 invisible bipeds with no collision, name them biped1-biped16, and it should work.
What this does is it makes the aimbot spin like a top, trying to chase an invisible biped to the left of it. The old version worked about 75-85% of the time, but this one works 99% of the time. I can't say 100% due to the fact that I can never be sure it would ALWAYS work, but this should nail them almost always.
I threw in an objects_detach command because the aimbot was reassigning itself to target the correct target after falling for the trick once, making it able to be used as normal, as long as no one joins or leaves. This one makes the aimbot's strategy useless, as every time the biped detaches again, the aimbot has to reset.
Anyway, enjoy!
Oh, and this wasn't just for Kenney, I figured the community would want this, too, since I saw some interest. If anyone does use it in one of their maps, I would like just a tiny mention in the credits.
Anyway, back to Headlong. I take it you should know how to get rid of the zoom problem, as it's a simple, 10 second fix.
As for the real only MAJOR problem, the invisible wall, I'm not too sure how to get rid of it. Just double-check the Max model for any flipped normals around that area, I did that once. I extruded and flipped the normals, rendering that part invisible, and I couldn't for the life of me figure out why that invisible wall was there.
It could be Max bugging out on you for some reason, I don't know.
Like I said, I have no idea why.
But take your time and make it good!
CtrlAltDestroy
September 18th, 2007, 06:00 PM
Typing "sleep -1 antiaimbot1" through "antiaimbot16" will just negate your antiaimbot script
Throw in a ~ or ` into the names to prevent this. (The reason for this is that when either of those characters are typed, the console closes)
kenney001
September 18th, 2007, 06:15 PM
Typing "sleep -1 antiaimbot1" through "antiaimbot16" will just negate your antiaimbot script
Throw in a ~ or ` into the names to prevent this. (The reason for this is that when either of those characters are typed, the console closes)
never thought of that before......
besides, the server would have to disable the script anyway.....
Masterz1337
September 18th, 2007, 06:24 PM
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
CMT*
And yes, do get rid of that old thing. It's uuuuglllllyyyy
kenney001
September 18th, 2007, 06:36 PM
CMT*
And yes, do get rid of that old thing. It's uuuuglllllyyyy
your ugly.......
jk
Jay2645
September 18th, 2007, 09:30 PM
your ugly.......
jk
How dare you talk to your leader that way!
Just kidding.
Thanks for the tip CAD, I have an updated one with your idea implemented.
(script continuous antiaimbot1~
(objects_attach (unit (list_get (players) 0)) "head" biped1 "right hand")
(objects_detach (unit (list_get (players) 0)) biped1)
)
(script continuous antiaimbot2~
(objects_attach (unit (list_get (players) 1)) "head" biped2 "right hand")
(objects_detach (unit (list_get (players) 1)) biped2)
)
(script continuous antiaimbot3~
(objects_attach (unit (list_get (players) 2)) "head" biped3 "right hand")
(objects_detach (unit (list_get (players) 2)) biped3)
)
(script continuous antiaimbot4~
(objects_attach (unit (list_get (players) 3)) "head" biped4 "right hand")
(objects_detach (unit (list_get (players) 3)) biped4)
)
(script continuous antiaimbot5~
(objects_attach (unit (list_get (players) 4)) "head" biped5 "right hand")
(objects_detach (unit (list_get (players) 4)) biped5)
)
(script continuous antiaimbot6~
(objects_attach (unit (list_get (players) 5)) "head" biped6 "right hand")
(objects_detach (unit (list_get (players) 5)) biped6)
)
(script continuous antiaimbot7~
(objects_attach (unit (list_get (players) 6)) "head" biped7 "right hand")
(objects_detach (unit (list_get (players) 6)) biped7)
)
(script continuous antiaimbot8~
(objects_attach (unit (list_get (players) 7)) "head" biped8 "right hand")
(objects_detach (unit (list_get (players) 7)) biped8)
)
(script continuous antiaimbot9~
(objects_attach (unit (list_get (players) 8)) "head" biped9 "right hand")
(objects_detach (unit (list_get (players) 8)) biped9)
)
(script continuous antiaimbot10~
(objects_attach (unit (list_get (players) 9)) "head" biped10 "right hand")
(objects_detach (unit (list_get (players) 9)) biped10)
)
(script continuous antiaimbot11~
(objects_attach (unit (list_get (players) 10)) "head" biped11 "right hand")
(objects_detach (unit (list_get (players) 10)) biped11)
)
(script continuous antiaimbot12~
(objects_attach (unit (list_get (players) 11)) "head" biped12 "right hand")
(objects_detach (unit (list_get (players) 11)) biped12)
)
(script continuous antiaimbot13~
(objects_attach (unit (list_get (players) 12)) "head" biped13 "right hand")
(objects_detach (unit (list_get (players) 12)) biped13)
)
(script continuous antiaimbot14~
(objects_attach (unit (list_get (players) 13)) "head" biped14 "right hand")
(objects_detach (unit (list_get (players) 13)) biped14)
)
(script continuous antiaimbot15~
(objects_attach (unit (list_get (players) 14)) "head" biped15 "right hand")
(objects_detach (unit (list_get (players) 14)) biped15)
)
(script continuous antiaimbot16~
(objects_attach (unit (list_get (players) 15)) "head" biped16 "right hand")
(objects_detach (unit (list_get (players) 15)) biped16)
)
Inferno
September 19th, 2007, 04:22 PM
Shotgun has invinate zooms (crashes)
Nade throwing distance
purple carbine muzzle-flash
1. easy to fix its just a corrupted extracted tag. just gointo the zoom and change the zoom levels and stuff to zero.
2. *sigh* i guess you didnt read what i said earlyer about how putting the stuff that sucked (like the girly grenade throw) about h2 into h1 is NOT cool.
3. ill send you my nice carbine muzzle flash i made if you want.
map looks fun. ill play it probally. only thing im worreid about is if the BR is gonna suck for everyone but host. like it did in h2_coag and zlib_sanctuary.
kenney001
September 19th, 2007, 04:41 PM
1. easy to fix its just a corrupted extracted tag. just gointo the zoom and change the zoom levels and stuff to zero.
2. *sigh* i guess you didnt read what i said earlyer about how putting the stuff that sucked (like the girly grenade throw) about h2 into h1 is NOT cool.
3. ill send you my nice carbine muzzle flash i made if you want.
map looks fun. ill play it probally. only thing im worreid about is if the BR is gonna suck for everyone but host. like it did in h2_coag and zlib_sanctuary.
I never said I cant fix them. Its a matter of DOING it. I haven't gotton around to it yet. The zooms i fixed on all but the shotgun, the nade throwing looks off in a H2 mod, and its the dynamic light flash, not the muzzle burst...
Jay2645
September 19th, 2007, 06:09 PM
Keep the H1 throwing animations, MC isn't a girly-man.
kenney001
September 19th, 2007, 07:23 PM
Keep the H1 throwing animations, MC isn't a girly-man.
the halo 1 animations are fugly. They look like his shoulder is 3 feet from his body. I have yet to see a shaped, fluid nade throwing animation on anything that i like.......
Chizzle110
September 21st, 2007, 08:30 PM
That looks sweet, I wonder when it will be released....
demonmaster3k
September 22nd, 2007, 03:19 PM
first there was zteam and now this... that's awesome
something that i would totally play and way better than that other way outdated headlong
Inferno
September 22nd, 2007, 04:41 PM
the halo 1 animations are fugly.
no.
Bad Waffle
September 22nd, 2007, 04:47 PM
CMT*
And yes, do get rid of that old thing. It's uuuuglllllyyyy
umm, what? thats polar's hud. That he released.
Tweek
September 22nd, 2007, 04:50 PM
lmfao
Masterz1337
September 22nd, 2007, 04:59 PM
umm, what? thats polar's hud. That he released.
Oh, I'm sorry. I didn't realize that p0lar did the H2 Coagulation HUD.
Pooky
September 22nd, 2007, 05:02 PM
looks fine as it is.....
No... it really doesn't
kenney001
September 22nd, 2007, 05:37 PM
no.
yes
SonicMaster326
September 22nd, 2007, 06:46 PM
This week or not? Only a few hours left.
kenney001
September 22nd, 2007, 10:48 PM
This week or not? Only a few hours left.
I am honestly going to stop giving out dates.....My origional goal was July first..........
yeaaahh....that turned out well....
no i was shooting for sunday, but i have been doing other things and have gotten very little done....
Bad Waffle
September 24th, 2007, 01:24 AM
Oh, I'm sorry. I didn't realize that p0lar did the H2 Coagulation HUD.
...wha? everybody knows that, but since he did it for you its now property of you?
i'm confused, and im not gonna take this any further because i know where this is leading.
Rosco
September 24th, 2007, 11:47 AM
...wha? everybody knows that, but since he did it for you its now property of you?
i'm confused, and im not gonna take this any further because i know where this is leading.
I don't.
Patrickssj6
September 24th, 2007, 12:05 PM
+deserved rep because,
#1 Very nice vid, did you use my FlyCam? I <3 you :awesome:
#2 I had that anti-aimbot script the same way in the back of my head just a bit different also :awesome:
#3 Overall :awesome:
p0lar_bear
September 24th, 2007, 12:40 PM
Wave, we're both talking about the ugly one with the distorted weapon icon and fugly white outline.
IIRC, that was Vinx's.
Sunray
September 24th, 2007, 07:02 PM
That was yours?
I looked on halomaps but couldn't find a flycam by you D:
I want it bad :awesome:Here it is:
http://www.h2vista.net/forums/showthread.php?t=3871
Jay2645
September 24th, 2007, 07:36 PM
#2 I had that anti-aimbot script the same way in the back of my head just a bit different also :awesome:
That's my anti-aimbot script, not his, don't forget. He just has my permission to use it, and since so many people wanted it, I made it public.
But agreed on the other points.
FRain
September 24th, 2007, 07:50 PM
Oh, I'm sorry. I didn't realize that p0lar did the H2 Coagulation HUD.
Please. Don't go fuck up again masters. You already fucked up once, don't do it again.
Also, kenney let me and HDoan beta test headlong, had a lot of fun gameplay wise. All of the anims (except magnum throw nade) should be redone.
kenney001
September 24th, 2007, 10:38 PM
Also, kenney let me and HDoan beta test headlong, had a lot of fun gameplay wise. All of the anims (except magnum throw nade) should be redone.
What the hell are you talking about? You mean all the NADE THROWS except the magnum should be redone? That I know. My nade throws all suck, and they are on my list. My other animations are fine....
Con
September 24th, 2007, 11:45 PM
Please. Don't go fuck up again masters. You already fucked up once, don't do it again.
Also, kenney let me and HDoan beta test headlong, had a lot of fun gameplay wise. All of the anims (except magnum throw nade) should be redone.
I wouldn't be lecturing people about fucking up if I were in your position.
FRain
September 25th, 2007, 08:15 AM
Ah. K. So you're saying masters didn't pull a fail?
Let me make it obvious, masters started beating on kenney for a CMT HUD that was publicaly released, following that it is CMT's only.
p0lar_bear
September 25th, 2007, 12:10 PM
...uh, no? Learn to read. We were all talking about how the old, shitty H2_Coagulation HUD elements were being mixed in with the one I made.
By the way, Kenney's fully aware of this, and I'm helping him get all of his weapon HUD interfaces fixed... that is, whenever he's ready for me to help him out.
TeeKup
September 25th, 2007, 03:09 PM
I am thoroughly impressed.
Bad Waffle
September 25th, 2007, 10:43 PM
Ah. K. So you're saying masters didn't pull a fail?
Let me make it obvious, masters started beating on kenney for a CMT HUD that was publicaly released, following that it is CMT's only.
i think FR has the right to tell people to stop fucking up his topics, or other peoples topics.
...uh, no? Learn to read. We were all talking about how the old, shitty H2_Coagulation HUD elements were being mixed in with the one I made.
By the way, Kenney's fully aware of this, and I'm helping him get all of his weapon HUD interfaces fixed... that is, whenever he's ready for me to help him out.
oh, lawl, i got confused on the huds.
I wouldn't be lecturing people about fucking up if I were in your position.
shush now, i think as soon as FR gets a new name and keeps up this new habit of being awesome that its forgiveable his past actions. And man, that means a lot coming from the guy who's hated CMT for crimes against humanity for years :awesome:
Guise, lets simmer down now. We're getting riled up over some wierdo over the internet who claimed he "breathed life" into these boards. Do we really deserve to be treating this guy seriously?
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