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

no offence

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Everything posted by no offence

  1. ah i see. thank you
  2. thanks for the response; by "right now" i assume you mean for since some weeks ago or so too? because this happened to me also weeks before i think.
  3. hello, bug: sometimes maps cannot be downloaded. a video clip: https://streamable.com/7lubni sorry i didn't read the whole thread, so if this bug is a known bug and/or has a fix then sorry,
  4. ok got it. thanks
  5. hello, can you tell me how to enable this widescreen fix? (the proper scroreboard size and also proper names tag sized on players head) i used chimera_widescreen_fix 1, but command didn't execute
  6. there is a map contest for a limited time for paladins game. i hope this maybe a good opportunity for map designers. look into in if you are interested. https://www.reddit.com/r/Paladins/comments/8w32cz/summer_celebration_map_design_contest/ i don't think they want 3d model files or anything. seems its some pictures and/or elevations i guess. i don't know fore sure. they want siege maps, which means maps should be symmetrical. (which means from the capture point). this is an easy to understand siege map https://www.youtube.com/watch?v=EIsYO0loox4&feature=youtu.be&t=1m54s usually a map can contain special routs only can be used by vertical mobility characters, from flank class. (meave, evie, androxus etc) ok that's all i guess.
  7. i think you mean to stop this script when a zombie game starts. and start the script when non-zombie game (like ctf) start. right? ok. well, the 'clean' way maybe adding a '$mode' variable to the lua script. anyway, since i don't see any answer from anyone regarding to lua, ill suggest a sapp event method. this will turn off the script when you playing infection game. event_start $mode:MyInfectionGameType 'lua_unload team_balance' this will turn on the script when you play other games (like ctf etc..) event_start $mode!:MyInfectionGameType 'lua_load team_balance' i dont know whether the lua script needs to be open before a game start in order to work (when u playing in a non-infaction game like ctf). if not, above events may work. this maybe a 'better than nothing' answer. thats all i got.
  8. yeah a massage is no need, i just added it to confirm what really happens there are happening by the script or not when testing.
  9. this is the cheapest way that i know of, from events... method 01: event_alive $map:geomar_final $x<-57.75 $y<45.22 $y>5.00 $z<-22 'kill $n;say * "$name fell from red base ledge" ' event_alive $map:geomar_final $x>120.00 $y<43.00 $y>2.11 $z<-14.35 'kill $n;say * "$name fell from blue base ledge" ' note: this doesn't block the player from going down, this only kills the player when he starting to go down the ledge. (but kills him before map kills him) so, the body will still go down but the player already dead long before he goes deep down. ----- if the dead body going deep or hitting the ground is what cause the exception problem, this will probably not fix the issue. so you can use this same script to teleport the player to a given upper area instead of killing. (method 02) method 02: event_alive $map:geomar_final $x<-57.75 $y<45.22 $y>5.00 $z<-22 't $n -49.82 29.09 -19.96;say $n "$name you have been teleported back to the top from red base ledge" ' event_alive $map:geomar_final $x>120.00 $y<43.00 $y>2.11 $z<-14.35 't $n 111.00 27.00 -12.32;say $n "$name you have been teleported back to the top from blue base ledge" ' by that way the body will not hit the deep ground. ----- or, just give up my script and hope for a better script done by lua .
  10. seems like the default way of the race in indoor maps maybe not that good. for these reasons; *for 'normal' and 'any order' mode; since we don't know the enemy flag indicators, we don't know when to kill. for example, if a enemy is near by me but his next flag indicator maybe far, but since i have no idea about it, i kill him, and he spawns near his flag marker. so, i made him the game easy. etc... *for rally mode; now even we all have the same flag indicators, i still thinks the maps are too small to stop them, because some might spawn near the flag marker and hard to stop him that instant etc... so, i was thinking some random things to make the game a bit more fun. and suddenly this idea came to mind. idea: what about we spawn a flag in the map. and to score a race score, player must have the flag in hand. so, now we know who to kill atleast. even in 'any order' mode, all we have to do is dont let them have the flag. cz without the flag they cant score the race... but, to even test this, sapp doesnt have anything regard to race. event_score wont work, no commands to set race scores, etc.... so, lua needed badly for this. which is not in my range..... so, if someone of you interested to make a lua script for this; should consider following; *if a player tires to go to a race flag indicator, it should be disabled if the player don't have the flag with him. (like the error noise you hear when you try to score in a ctf game when flag is not at home) *as well as, if player has the flag, he should be able to score a race score.. *i dont know whether two teams need two individual flags. or the game can have multiple flags etc.., but for now i don't thinks so. maybe it can be a future option if this become successful. but for now, one flag is the idea. i don't know whether this will be fun or not without playing it. but i feel like indoor race is a abandoned opportunity to make a fun game. also, meany of the gametypes in my server are either uncommon or nobody ever use, and i made them fun with the adjustments, and they works. also, whether this script is possible or not possible to make, feel free to use this thread to share you suggestion mods for indoor race.
  11. so..., since sapp updated the event_score to response to race as well, i have tried something...... this is an example gameplay with some random players. i think this is the limit i can go with sapp as i expected. (and with weapon variable lua script of 002) 1. i just kill the players for going to a race nav point without the flag, and send a message, and remove a score point. but its a mess, since not everyone has chat and not everyone read chat, there is a huge change to rage quit players. the expected solution is a slimier solution just like we cant score in ctf games if the flag is not at home, blocking the scoring , with a sound, like an error sound. 2. flag can be lost as a result of flag glitching somewhere or simply just hard to find. expected solution is flag to have an indicator just like in ctf games. so, players can find the flag. this should be more fun with teams. just added this post to get an idea. nothing more.
  12. and a another thing i found is using /sv_map_reset while this script loaded with an oddball game using the script, will crash the server
  13. a note for users of this script; i found out that entering capital letters for maps wont work for this. example: there is a map called HavenH4 , (yes the map file name is also the same). but you have to add the map in simple letters in this lua script. (havenh4) just wanned to tell that. sorry if its a thing in all lua scripts.
  14. WHAT??!! all these times i didn't know sapp had rprint command!!! i thought only lua has it.
  15. i know lua is powerful etc.. but i only learned how to use sapp, and learned it for my server when i staring it. and i don't wanna learn another one (lua) just for the halo. because i don't have any interest in programming path so i don't have other uses of lua so don't wanna waste my time to learn it. i just tired the things mentioned in the starting post with sapp, and it was successful for the sapp log. so rather than just left there silently, i just posted it. thinking at least someone who use sapp can have more experience with this etc.. this was a not an attempt to fulfill the original request since this not create a new file. just posted it for the sake of making it.
  16. i can give a method of using sapp and from that method the details you want will save in the same sapp log file... not a new file... so your questions still remains, so don't mark this as solved. events.txt event_end 'log_note "~~~~~~~~GAME_SCORE_LOG~~~~~~~~~ gametype:$gt , gamemode:$mode | Red score:$redscore | Blue score:$bluescore" ' event_end 'wait 100;cevent playerslog 1;cevent playerslog 2;cevent playerslog 3;cevent playerslog 4;cevent playerslog 5;cevent playerslog 6;cevent playerslog 7;cevent playerslog 8;cevent playerslog 9;cevent playerslog 10;cevent playerslog 11;cevent playerslog 12;cevent playerslog 13;cevent playerslog 14;cevent playerslog 15;cevent playerslog 16' event_custom $ename:playerslog 'log_note " player $n details: Name = $name , Team = $team , Score = $score, Kills = $kills , Deaths = $deaths , Assists = $assists , Ping = $ping | hash = $hash , ip = $ip" exmaple preview {only one player was available when testing this} cons: * since sapp "do to all players" (AKA * ) don't work on everything, i had to manually trigger the custom event to all 16 players. and as a result for that you will see unnecessary "player 0" line/lines in the score log when there is no 16 players available. note: *sapp don't have anything regard to king , oddball and race. so those game scores will awkward/no use/false scores. *ping = ping the player had when saving the score. --- suggestions: * this can be further improve this by adding a variable to count/add a number to the game. so u can search the game you want easily. like 55th game your server played. cons: when you reload sapp/restart server, the game number will be 0 and start to count from 0 again. i post this just because i tried it and worked (but no new file). i hope someone makes the script you want.
  17. im not quite sure what your saying or how to do it. but what i was expecting from the restart is, just a replace to this; event_start 'lua_load projectile' event_end 'lua_unload projectile' since loading that lua script at the event_start wont swap projectiles, i have to restart. but, if the quick restart has no affect to the server, then, its ok......
  18. yes but its about lua scripts that want the game to restart if its not always on. like your this example script,: http://halo.isimaginary.com/forum/thread-197-post-841.html#pid841 so, i have to restart....
  19. do you not recommend this script to use for a quick restart a game before even players join? like, restart a game after the 1st 300 milliseconds after the game's 1st start..... like this; event_start $mode:the_specific_game $1st_start=0 'lua_load a_lua_script;wait 100;var_set 1st_start 1;wait 200;map a b;next_game;w8 5;var_set 1st_start 0' event_end $mode:the_specific_game $1st_start=0 'lua_unload a_lua_script' i mean can it effect/lag the server after sometimes this happens in some games, like 3 games in 60 vote option cycle server?
  20. mm.... a player reported that when he holding the skull and stay in one place (chatting) , "you will be kicked for inactivity" message appeared... and today, while im the ball in 'reverse tag' mode, same happened. (this script is running in the background) as far as i remember afk didn't count while holding the ball/tag, before. update: yes, a player kicked for inactivity while holding the ball.... additional:
  21. question; hi, i got this script from somewhere and tried this script sometimes a ago, to spawn needler ammo and gravity rifel. (for some special reasons) but, after some games played, spawning stops. and i remeber u stated somewhere that "objects like gravity rifle may not properly work" or slimier thing. is this script updated to spawn those objects too? if not, what should i do to spawn them continuously? long time ago i used sapp variables and custom events like a automatic loops to spawn these things, but it lags the server so i had to remove them.
  22. ofc i will. hee
  23. seems fine now..
  24. if i set ball "random start: YES" and then , maybe if the ball spawn in some specific locations like lower part of the map, this thing can happen. https://www.youtube.com/watch?v=hWAf120MalE maybe it how i see it due to so low ping and bad sync in my local server. i dont know. haven't seen like this when "random start: NO" though.
  25. no, you cannot stop moving the objects impacted by grenades from sapp, as far as i know. maybe u can from lua idk. but you can block them from picking up. so players cant pick them. exmaple for place object in a coordinate: spawn <type> <name> <x> <y> <z> [rot] event_start $map:bloodgulch 'spawn vehi "vehicles\c gun turret\c gun turret_mp" 95.50 -163.50 1.00 7.9' so, if you add this line to events.txt, now you will see a gun turret on top the red base (where banshee is) in bloogulch, when bloodgulch starts. for events, check here http://halo.isimaginary.com/event-system and combine events with commands like above example. follow this post; http://opencarnage.net/index.php?/topic/5845-3-weapons/?p=80963