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Tucker933

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  1. Tucker933 liked a post in a topic by Kavawuvi in Kavawuvi's weaponvariable.lua   
    Currently, the way to do this is to spam the console with empty messages (newlines, spaces, etc.) before sending your message, and you'd do this a few times a second to ensure it refreshes on the screen quickly.
     
    In Lua, this would look like this:
    for i = 1,26 do rprint(PlayerIndex, "|n") end rprint(PlayerIndex, "Insert message here")  
    Or in events.txt, you could put this in your event:
    rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "|n";rprint $n "Message"  
  2. Tucker933 liked a post in a topic by Zetren in The Halo CE Ultimate Enhancement Guide. Updated 14/11/18   
    Finally, now that Destiny 2 was free I was able to edit my old topic and redirect it here. Bungie a while back made it such that you had to play Destiny 2 before being able to edit or make threads on their forum, so now that I've played it, I was able to edit it. No more people asking me about -use21! (Don't ask)
     
    Also a substantive revision of the guide has taken place to remove all instances of Halo PC. It's time to migrate to Halo CE people!
     
    Updated the Halo CE Discord rich presence plugin to the latest version (v1.01)
  3. Tucker933 liked a post in a topic by Zetren in Should I make my guide Halo CE only?   
    With the recent release of the Refined project updating both singleplayer and multiplayer maps, there is no longer any objective reason whatsoever to prefer using Halo PC over Halo CE, so I'm considering removing its instances altogether from my guide. Any opinions on the matter?
  4. Tucker933 liked a post in a topic by Zetren in The Halo CE Ultimate Enhancement Guide. Updated 14/11/18   
    Updated to include the join-compatible updated multiplayer maps from the Refined project
  5. Tucker933 liked a post in a topic by IceCrow14 in Universal AI synchronization   
    It's here, finally... To anybody who has ever read my topic about this in the CE development section, you may remember that I mentioned that this script would be meant to work for every single map that contains AI and that's what I'm going to release here. The game and the community deserve it. However, it still has some limitations:
     
    - This WILL NOT work for protected maps, if the server is running this script and it loads a map that is protected, it will crash, and even if it doesn't it is highly probable that it won't work at all.
    - The clients must have Chimera installed and the client script in their respective scripts folder. You can do this renaming the script to the name of the map with AI you want to sync and moving it to the map scripts folder if you want to keep it sandboxed, but I would recommend you to place it in your global scripts folder so you won't need to rename and copy it manually. I've disabled all the console_out commands to avoid annoying messages coming out every time a map is loaded.
    - There are some minor aesthetical glitches still, but they rarely would affect the gameplay (Most, if not all, are just related to aesthetics).
     
    And... I think that's all! If you are going to run a server with this on it just load the server script from the init.txt file and it will do the rest, I've made sure to reset everything that's needed every time a new match starts so you won't have to modify anything, however, I've kept some cprint and say_all lines for debugging purposes but I think they won't be needed anymore, you can disable them easily, just search any of those commands in the code and comment or erase them. To finish, a video of me running it on a dedicated server and playing as a client:
     
     
    In this file: AI synchronization scripts by IceCrow14 v.1.1.rar I've included both the server and the client scripts. If you aren't going to run a server, just drop the client script to your Chimera global scripts folder.
     
    Anyway, just for caution, if the bipeds' appearance looks strange try leaving and joining back the server you are playing in, if any error message jumps out to your console, feel free to send me any information about it and I'll try to find out what causes it (and possibly fix it) and delete the script if you feel it's needed.
  6. tarikja liked a post in a topic by Tucker933 in October 2018 - SoTM Voting   
    Congrats, @tarikja!
     

  7. Tucker933 liked a post in a topic by (SBB) Storm in SoTM Submissions & Hall of Fame   
  8. Tucker933 liked a post in a topic by Nickster5000 in Multiteam bipeds - scripts & map included   
    Very simple project that I made today.
     
    Red team plays as spartans, blue team plays as elites.




     
    All the files are included. Chimera has been tested with the version in the .zip, 560, and 572(unstable release).
     
    Download
     
    The source is also on my github
     
    Wanna make your own team bipeds?
     
    bSwitch.lua, scroll until you find:
    BIPEDS = { [0] = "bourrin\\halo reach\\spartan\\male\\mp masterchief", [1] = "cmt\\characters\\elite_v2\\player\\elite_v2_mp", } Simply change the directories to the models. [0] = red team, [1] = blue team. Make sure to reference both of your team's bipeds in guerilla's reference section.
     
     
     
    hvc.lua (you will obviously need to rename this .lua file to your map name), scroll until you find:
    --redTeamHands = "halo reach\\objects\\characters\\spartans\\fp\\fp" --DEFAULTED to currently set hands in globals. blueTeamHands = "cmt\\characters\\elite_v2\\fp\\minor" --Set the hands you want for blue team here. Change the blue team hands to the directory of where your blue team hands are located. The script will automatically pull the tag from the red team's hands. You also need to reference these fp hands in the guerilla reference section.
     
    Credits:
    Kavawuvi / 002 - Biped switch script, making such an amazing client-side app.
    aLTis - bigass_mod.lua fp hands changing.
    Nickster5000 - Putting it together, setting it up for red team and blue team
    Anyone else I forgot to mention.
  9. tarikja liked a post in a topic by Tucker933 in October 2018 - SoTM Voting   
    Congrats, @tarikja!
     

  10. tarikja liked a post in a topic by Tucker933 in October 2018 - SoTM Voting   
    Congrats, @tarikja!
     

  11. Tucker933 liked a post in a topic by Kavawuvi in Chimera (build 49)   
    Chimera development continues.
     

  12. Iggy liked a post in a topic by Tucker933 in Funny Pictures and Videos (one per post)   
  13. Tucker933 liked a post in a topic by Krazychic in Currently Listening   
  14. (SBB) Storm liked a post in a topic by Tucker933 in October 2018 - SoTM Voting   
    @(SBB) Storm is always stealing my votes.
  15. Tucker933 liked a post in a topic by ShikuTeshi in October 2018 - SoTM Voting   
    Just need to photoshop a "couple" of beer bottles for entry #1 and we're set!
  16. Tucker933 liked a post in a topic by IceCrow14 in A Pair of Projects (Universal AI sync & MP map with PvE elements)   
    It's time for another update on the AI synchronization stuff, and I'm glad to say that I'm close to release a first public version of the scripts I've been using for this, because having the whole thing there just getting older... Well, it would be better if people would start making new content with it because it's stable now that I've fixed a lot of glitches for both the server and the client's scripts, and added a bunch of functions that do most of the scripting job that was needed automatically. Currently the only thing one has to do to sync AI for a new map is declare the path of the scenario tag inside a specific function in the scripts to get everything running, which makes the process a lot quicker and less susceptible to glitches because unlike in the previous version, you had to declare the bipeds used by the AI manually and you could accidentally forget to declare one biped type and everything would be messed up. The next step is making a function that retrieves the path of the scenario path and declares it automatically so having to edit the scripts won't be needed anymore. Just dragging the file to your map scripts folder and that's all. This is how everything has been going:
     
     
    I am going to write the main changes here, but will edit the main post aswell to have a full log of the progress that I've made since the beginning.
     
    Improvements
     
    - Now only the path of the scenario tag has to be declared and a bunch of functions do the rest.
    - The client's script only runs on dedicated servers, so you can test the map in single player or in a local multiplayer match if you want.
    - The limit of simultaneously existing AI has been increased to 300, however, I wouldn't recommend you to have more than 150 at the same time (seriously, don't do that).
    - The server's script runs a function that sets the projectiles of the weapons used by the AI not to be client-side only, so you will be able to see the fired projectiles.
    - Velocity synchronization: The bipeds' current velocity is sent to the clients, this means that you will be able to see their movement on 60 FPS (if you have Chimera's interpolation enabled).
    - Now the dead/alive state of the bipeds is updated automatically, this is a fix to a bug I had found in previous versions, which kept your crosshair flashing if you aimed at a biped with it's health empy unless you hit it one more time.
     
    Known glitches
     
    - Neither the bipeds' weapons or their firing effects show up for the clients, however, the weapons appear right after the biped holding them is killed.
    - I haven't set the "shields drained" effect to show up right (you can notice this in the video).
    - AI spawned by default when the map loads can't be synchronized yet (this is something that should only affect the server).
    - AI still doesn't sync inside of vehicles.
     
    I know how to get rid of the first three bugs right now, about the last one, currently I don't know but I'll set up a function that disables vehicle combat for the AI at least until I find a fix for it.
  17. Tucker933 liked a post in a topic by tarikja in Game Deals   
    Metro 2033 free on Steam for 24h
  18. Tucker933 liked a post in a topic by ShikuTeshi in SoTM Submissions & Hall of Fame   
  19. Tucker933 liked a post in a topic by (SBB) Storm in SoTM Submissions & Hall of Fame   
  20. Tucker933 liked a post in a topic by ShikuTeshi in Funny Pictures and Videos (one per post)   
  21. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    I put the source code online a few days ago. Here is a link: https://github.com/Kavawuvi/Invader
     
    Invader is not done and has lots of issues that need to be fixed before I can even consider releasing it. Therefore, it will be a while before I actually start posting binaries (e.g. exe files). If you want to use it early for some reason, you must compile it from source.
     
  22. (SBB) Storm liked a post in a topic by Tucker933 in September 2018 - SoTM Voting   
    Congrats @(SBB) Storm on winning September!
     

  23. Tucker933 liked a post in a topic by (SBB) Storm in September 2018 - SoTM Voting   
    That falcon is a piece of gem I tell ya. 
     
     
  24. (SBB) Storm liked a post in a topic by Tucker933 in September 2018 - SoTM Voting   
    Congrats @(SBB) Storm on winning September!
     

  25. Tucker933 liked a post in a topic by Kavawuvi in Invader   
    Tutorial.map is almost entirely finished. There are more issues to work with, but for the most part, it works. I also wrote a feature to force a specific tag order, thus you can use the same tag order as stock tutorial. This means that, if there are no tags missing, the map can be network compatible, assuming you correctly spoof the CRC32.
     
    Here's tutorial.map: tutorial.7z
     
    Also, ui.map builds and works. Download that here: ui.7z
     
    Edit: I found an issue with item_collection tags' default timers. I've updated the map with the fix.