^^^NOT INTENDED AS AN OFFENSE^^^
I don't blame him as anyone who hasn't looked into the maps folder of H2 even once would probably assume the same. The Halo 2 maps are two whole different levels only their labeled as "01a_spacestation.map" or "01b_spacestation.map."Although, he was wrong to state false information. Even if this were true, in H2, it would be one map split into two levels...we want to combine two maps into one level. That doesn't work so let's not go further since it's not supported by the H1 engine.
Last edited by Amit; November 2nd, 2008 at 12:21 AM.
IIRC, how it determines what map loads when the (game_won) function is run is hardcoded. If you have an a10.map, a20.map, and a30.map, it will skip right over a20.map and load a30.map.
That also means that it can't track what levels you've unlocked in the main menu if you were to add more maps and then just change them with (map_name) instead of (game_won).
Last edited by Kornman00; November 2nd, 2008 at 01:50 AM.
You can (kind of) through the use of global variables already defined in the engine.
IE: If the player has a rocket launcher at the end of a level, set "cheat_deathless_player" to true. When the next level loads, if "cheat_deathless_player" is true, give the player a rocket launcher and set "cheat_deathless_player" to false.
or as I suggested in Rob's thread a few pages back, use f0-f5 since they are floating point values. You can then use f0 for what weapon the player had (ie, if they had an AR, set to 1.0, RL, 5.0, etc, and just use 0.0 to default to map's starting weapons). Then after setting the player back up to his shit, perform a checkpoint and reset f0-f5 to zero to avoid any problems.
That'd be interesting to see in the mod, but not in between every level. I'm thinking that you should have that for all of them except a50, b30 and c10.
I really don't like the visor. Its just to plain, I think it needs a shape in it like Halo 3 one does. It would look a lot better. Imo.![]()
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