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A resource for Halo 1 modding and tech, with unique means of rewarding individual content creation and support. Have a wander to see why we're worth the time! EST. 2012

giraffe

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About giraffe

  • Birthday 08/15/1992

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    Male
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Computer Details

  • Central Processor
    Intel Core i7-4790K @ 4.00GHz
  • Motherboard
    MSI Z97-G45 GAMING
  • Graphics
    MSI GTX 1080 TI GAMING X 11G
  • Memory
    Patriot Viper 3 (4 x 4GB) DDR3 1600MHz
  • Storage
    Samsung 840 EVO 250GB SSD
  • Power Supply
    EVGA SuperNOVA 750 B2
  • Case
    Cooler Master Storm Trooper
  • Display
    Dell 4K S2817Q 28"
  • Keyboard
    Corsair Raptor K30 Gaming Keyboard
  • Mouse
    Cooler Master Storm Inferno
  • Operating System
    Windows 7 Home Premium 64-bit

Recent Profile Visitors

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  1. Thanks. Happy birthday @Sceny.
  2. I was hooking into HAC2's chat to fix an issue, and decided to mess around a bit.
  3. I was tired of seeing some blank names on the scoreboard that didn't render because of missing unicode characters (Japanese, Korean, Russian, etc).
  4. An issue with my darken screen overlay. It seems to negatively affect sprites that were created while it is active. Like most Direct3D overlays, I am rendering at EndScene. This issue can be fixed by rendering at BeginScene, however then the menu won't render at all if Open Sauce is installed.
  5. Been messing around with Direct3D a bit. Not sure if it's worth releasing.
  6. Turns cheat_infinite_ammo on, while also disabling infinite grenades. Download: infinite_weapon_ammo.lua
  7. Sorry about that. I wasn't aware that downloading from Pastebin automatically adds the ".lua" extension. So rather than downloading "infinite_weapon_ammo.lua" you downloaded "infinite_weapon_ammo.lua.lua".
  8. infinite_weapon_ammo.lua
  9. https://pastebin.com/yMttE4YH
  10. Since SAPP does not include a damage function, you can use this module to damage objects/players in your lua script. To use this module, add this to the start of your lua script: ffi = require("ffi") ffi.cdef [[ void damage_object(float amount, uint32_t receiver, int8_t causer); void damage_player(float amount, uint8_t receiver, int8_t causer); ]] damage_module = ffi.load("damage_module") damage_object = damage_module.damage_object damage_player = damage_module.damage_player The damage_object and damage_player functions take 3 arguments: Amount, Receiver, and Causer. Amount is the amount of damage to apply. Receiver is the ObjectID or PlayerIndex (1 to 16) depending on which function you use. Causer can be a PlayerIndex (1 to 16), or one of the following: 0 for no cause -1 for the guardians -2 for a vehicle -3 for suicide -4 for betray self Example script that has "the guardians" constantly damaging all players: ffi = require("ffi") ffi.cdef [[ void damage_object(float amount, uint32_t receiver, int8_t causer); void damage_player(float amount, uint8_t receiver, int8_t causer); ]] damage_module = ffi.load("damage_module") damage_object = damage_module.damage_object damage_player = damage_module.damage_player api_version = "1.9.0.0" function OnScriptLoad() register_callback(cb['EVENT_TICK'], "OnTick") end function OnTick() for i=1,16 do if(player_present(i)) then damage_player(0.7, i, -1) end end end function OnScriptUnload() end Video: Extract damage_module.dll to the same directory as your halo server executable. Download: https://mega.nz/#!C0cy2CzS!i-38PcB96dUvXUSuvQalFKZXzfbhwQOSsOFbadJtSc8
  11. Allows you to execute a map reset command after a specified amount of time with the server being empty has elapsed. Download: https://pastebin.com/UEpEKatk