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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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  1. no offence liked a post in a topic by Kavawuvi in Chimera Questions & Suggestions   
    By "right now" I mean that right now it doesn't work.
     
    I don't know how long it's been an issue, nor does it matter, as I actually cannot do anything about the current connection issues regarding the HAC2 repo. Not only is it not working with Chimera, but the HAC2 website does not appear to be responding, either.
     
     
     
    There's no recourse right now except to wait until it's back up before I can address any issues. Apparently some HAC2 users are also experiencing issues.
     

  2. Kavawuvi liked a post in a topic by no offence in Team Autobalance   
    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.
  3. Kavawuvi liked a post in a topic by no offence in Team Autobalance   
    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.
  4. Kavawuvi liked a post in a topic by no offence in Team Autobalance   
    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.
  5. no offence liked a post in a topic by aLTis in Hide and Seek   
    I have uploaded a new version of the script. Not going to list all of the changes but most important ones are:
    Fixed player speeds (speed no longer turns back to 1 slowly); The script may only work on a specific gametype name; Hiders can now use boost and camo abilities once per life; Script may use geolocation to automatically translate all server messages to spanish; A lot of minor fixes. Here's a gameplay video:
     
  6. JuliquE liked a post in a topic by no offence in .::Block Access To Map Area   
    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.
  7. JuliquE liked a post in a topic by no offence in .::Block Access To Map Area   
    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 .
  8. JuliquE liked a post in a topic by no offence in .::Block Access To Map Area   
    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 .
  9. WaeV liked a post in a topic by no offence in indoor race [how to make indoor race more fun]   
    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.
  10. no offence liked a post in a topic by Kavawuvi in Misc CE Development   
    Note: As of SAPP 10.0, this constant can be modified. Clients will need either HAC2 or Anticheat in order to fully see the changes, as gravity does NOT sync.
     
    There's a nice little gravity constant in Halo that can be modified. It has some nice wacky effects.
     
     
    Here's an example of it changing the gameplay drastically, turning a crappy map like Boarding Action into something more playable:
     
     
    It affects bipeds (that aren't on the ground), equipment, projectiles, vehicles (not shown), and particles. Pretty much anything that's affected by gravity is affected by this constant. It's not equal to 1 by default - that's just to make it easier to modify.
  11. no offence liked a post in a topic by Kavawuvi in Kills Counter   
    Add to events.txt:
    event_kill 'rprint $n "Kills: $kills"'
  12. no offence liked a post in a topic by aLTis in Oddball Respawn   
    This script will respawn oddballs if they were dropped down to unreachable places (like in damnation, gephyrophobia etc). You can set the global z coordinate below which oddballs will be respawned in all maps and add specific map coordinates if the global value doesn't work with that map.
     
    Edit: now oddball MetaID is checked on script load too.
    Edit 2: fixed crash when oddball object is removed (sv_map_reset)
    Edit 3: rewrote most of the script to improve several things, read the last post for more details
     
    Download: oddball.lua
     
  13. no offence liked a post in a topic by Kavawuvi in Maple Syrup   
    You will need the exact path to the map, including the extension. You can get the path of a map by dragging it to the command prompt. It also needs different map files, meaning you need both the modified map (after changes) and the original map (before changes), or the script it outputs won't do anything.
  14. bigblue liked a post in a topic by no offence in 3 weapons   
    1. if you select 'snipers' instead of normal weapons, only snipers and pistol will be in the map. but i don't see a category that has a combination of shotgun+rocket+pistol only. so the option is here to disable other types of weapons from picking up, using sapp.
     
    it will be little easy if you use 'human weapons' since all of your 3 weapons are human weapons. so now no alien weapons will spawn in the map and u left with very few types of human weapons to disable.
    and then disable those human weapons from sapp;
     
    refer this command;
    disable_object <object_name> [team] found in here;
    http://halo.isimaginary.com/naughty-commands
     
    so you should get this result;
    event_start 'disable_object "weapons\assault rifle\assault rifle" 0;disable_object "weapons\flamethrower\flamethrower" 0;disable_object "weapons\sniper rifle\sniper rifle" 0' event_end 'enable_object "weapons\assault rifle\assault rifle";enable_object "weapons\flamethrower\flamethrower";enable_object "weapons\sniper rifle\sniper rifle"' (if u dont use event_end to re-enable those weapons, they will be disable for other games as well. that's why i added it too)
     
     
    2. yes you can.
    use 'arguments' in sapp, found in here;
    http://halo.isimaginary.com/event-system
     
    add $map argument to your already using 3 weapon adding command.
    event_spawn $map:ratrace 'wdel $n;spawn weap "weapons\shotgun\shotgun" $n;wadd $n;spawn weap "weapons\pistol\pistol" $n;wadd $n;w8 1;spawn weap "weapons\rocket launcher\rocket launcher" $n;wadd $n;w8 1;ammo $n 999 5' ---
     
    here is a little note about arguments and event system that i posted at sapp forum for someone;
  15. dmb1 liked a post in a topic by no offence in Points for Kills   
    yes, this can be done with events.
    since skylace posted a script i hope its what you looking for.
    but anyway i just gonna post some methods that i can think of just from sapp events.
    just if anyone wondering is it can be done with events. and for fun.
     
     
    there are 3 methods that i can think of easily.
     
    1. in this method, if player kill someone, no scores will add neither to him nor to team. but when ever he gets 500 kills, that team wins.
    event_kill $kills=500 'sv_map_next;say * "$name got 500 kills alone, so, $team won the game" ' 2. in this method, player kills will be added to scoreboard as his scores. but player scores will not add to team score.
    (means if you pres f1 you can see kills as personel scores too, but not as team scores)
    just like method 1, they have to score 3 flags or someone have to get 500 kills.
    event_kill 'ctf_score $n +1' event_kill $kills=500 'sv_map_next;say * "$name got 500 kills alone, so, $team won the game" ' 3. in this method, player kills will be added to scoreboard as his scores and player scores will be add to team score as well.
    note: so u have to increase the ctf scorelimit to a higher number, because if its like 3, game will end as soon as someone gets 3 kills.
    and you can set a higher score if someone scored with flag. to its reasonable i guess.
     
    so here, scorelimit is 1000, if someone get a kill, he and team will have +1  score, and if somone score a flag, he and team gets +250 score.
    event_kill 'ctf_score $n +1;ctf_score_team $team +1' event_score 'ctf_score $n +249;ctf_score_team $team +249' event_start 'scorelimit 1000' i recomend you to follow lua (if u learn just sapp and not lua, u will stuck at somepoints since sapp has limits)
    and use skylaces script. i have no interest continue this.
  16. stunt_man liked a post in a topic by no offence in Autobalance teams based on score of previous match   
    good to know that its working.
    yeah, need exact 4 players. i didn't want to go further variations since making this was hard enough by it self ^^
    and this is the balance logic (you maybe already know)
     
    anyway i dont mind if you stop using this script, since the script you wanted available now. (after all this is just a "hold me until its available" script hehe)
    and it was a good experience making this script since this is kind a sapp pushing to its limits.. (i guess)
    making this scrips would have been easy if the sapp variable system was based on player names or IPs. but since it was just player slot based, i had to go deep and make the player name based variables by my self.
     
    thanks for using this. and good to know the script works that i made.
  17. stunt_man liked a post in a topic by no offence in Autobalance teams based on score of previous match   
    well,
    since this is getting late for you,
    i made something using sapp
     
    here is the script. with messages to see if its working or not.
     
    add this to event.txt
    event_end  $so=0 $pn=4 'var_set sccloseb1 0;var_set sccloseb2 1;var_set sccloser1 0;var_set sccloser2 1;wait 200;cevent sc 1;wait 200;cevent sc 2;wait 200;cevent sc 3;wait 200;cevent sc 4;say * "players send to save scores and names" ' event_end $so=0 $pn!=4 'say * "score saving failed. need 4 players to save scores" ' event_custom $ename:sc $pn=4 $sccloser1=0 $team:red  'var_set red_ps1 $score $n;var_set red_pn1 "$name";wait 100;var_set sccloser1 1;var_set sccloser2 0;say * "a. red_ps1 and red_pn1 set" ' event_custom $ename:sc $pn=4 $sccloser2=0 $team:red $red_ps1>$score 'var_set red_ps2 $score $n;var_set red_pn2 "$name";say * "b. red_ps2 and red_pn2 set" ' event_custom $ename:sc $pn=4 $sccloser2=0 $team:red $red_ps1<$score 'var_set red_ps2 $red_ps1;wait 100;var_set red_ps1 $score;var_set red_pn2 "$red_pn1";wait 100;var_set red_pn1 "$name";say * "c. red_ps2 set with red_ps1 , red_pn2 set with red_pn1" ' event_custom $ename:sc $pn=4 $sccloseb1=0 $team:blue 'var_set blue_ps1 $score $n;var_set blue_pn1 "$name";wait 100;var_set sccloseb1 1;var_set sccloseb2 0;wait 10;say * "d. blue_ps set, blue_pn1 set" ' event_custom $ename:sc $pn=4 $sccloseb2=0 $team:blue $blue_ps1>$score 'var_set blue_ps2 $score $n;var_set blue_pn2 "$name";w8 1;say * "e. blue_ps2 set, blue_pn2 set" ' event_custom $ename:sc $pn=4 $sccloseb2=0 $team:blue $blue_ps1<$score 'var_set blue_ps2 $blue_ps1;wait 100;var_set blue_ps1 $score;var_set blue_pn2 "$blue_pn1";wait 100;var_set blue_pn1 "$name";w8 1;say * "f. blue_ps2 set with blue_ps1 , blue_pn2 set with blue_pn1" ' event_start $so=0 'w8 10;cevent bl;say * "send to balance" ' event_custom $pn=4 $ename:bl $red_ps1>$blue_ps1 $red_ps2>=$blue_ps2 'w8 2;st "$red_pn1" blue;wait 100;st "$blue_pn1" red;w8 1;say * "g. $red_pn1 switched to blue team. $blue_pn1 switched to red team " ' event_custom $pn=4 $ename:bl $blue_ps1>$red_ps1 $blue_ps2>=$red_ps2 'w8 3;st $red_pn1 blue;wait 100;st $blue_pn1 red;w8 1;say * "h. $blue_pn1 switched to blue team. $red_pn1 switched to red team " ' event_custom $pn=4 $ename:bl $red_ps1>$blue_ps1 $red_ps2<$blue_ps2 'w8 4;say * "i. no balance needed" ' event_custom $pn=4 $ename:bl $blue_ps1>$red_ps1 $blue_ps2<$red_ps2 'w8 5;say * "k. no balance needed " ' event_custom $pn!=4 $ename:bl 'w8 1;say * "balance faild. need 4 players to balance " ' event_start 'w8 15;var_set blue_ps1 0;var_set blue_ps2 0;var_set red_ps1 0;var_set red_ps2 0;say * "scores deleted" ' add this to sapp init.txt
    var_add sccloser1 1 var_add sccloser2 1 var_add sccloseb1 1 var_add sccloseb2 1 var_add blue_ps1 1 var_add blue_ps2 1 var_add red_ps1 1 var_add red_ps2 1 var_add blue_pn1 0 var_add blue_pn2 0 var_add red_pn1 0 var_add red_pn2 0 var_add so 1 so, if you see these things on messages, they means followings;
     
    blue_pn1 = name of the highest scored player of blue team
    blue_pn2 = name of the lowest scored player of blue team
    red_pn1 = name of the highest scored player of red team
    red_pn2= name of the highest scored player of red team
     
    blue_ps1 = score of the highest scored player of blue team
    blue_ps1 = score of the lowest scored player of blue team
    red_ps1 = score of the highest scored player of red team
    red_ps1 = score of the lowest scored player of red team
     
    TEST VIDEO
     
     
    this is the test script i use in the video. only works for one player. just adding this here just in case, like, if you want to follow what happen in the video step by step maybe?...
     
     
    -----------------------------------------------------------------------
     
    i dont remember whether i forgot to tell something or not  :/
     
    edit: re uploaded a new video.
    edit: fixed a wrong message
    edit: edited the script to set it on/off now.
     
    commands.txt
    yourcommand1 'var_set so 1;say $n "script is now off" ' yourcommand2 'var_set so 0;say $n "script is now on" '
  18. WaeV liked a post in a topic by no offence in 3 weapons   
    follow this to add a 3rd weapon you want  to all players.
    you can set a 3rd weapon using most basic sapp events.
    SAPP should be installed on the server.
     
    if u wanna set the 3rd weapon to the current weapon set, just add this to event.txt in sapp.
    event_spawn 'spawn weap "weapons\sniper rifle\sniper rifle" $n;wadd $n' (3rd weapon is sniper. for example if you apply this to a ctf game that has default weapon set, player will have assault rifle, pistol and now sniper too.
    but if u dont want sniper, go here and reffer the weapon paths bottom the page and replace the weapons\sniper rifle\sniper rifle with a path of any weapon you want)
     
    and if you want completely different 3 weapons,
    remove above command and add below command and replace the paths with weapons you want.
    event_spawn 'wdel $n;spawn weap "weapons\sniper rifle\sniper rifle" $n;wadd $n;spawn weap "weapons\rocket launcher\rocket launcher" $n;wadd $n;w8 1;spawn weap "weapons\needler\mp_needler" $n;wadd $n' http://halo.isimaginary.com/forum/ is the sapp forum. which is made to ask sapp related questions
     
    edit: replaced wait 100 with w8 1
  19. no offence liked a post in a topic by NeX in version 1.0.7 on windows 10   
    The question has been reliably answered. No one is going to dig through old versions for hac2 OS compatibility. There's an entire thread dedicated to this on halomaps already.
    This was just clarifying that the resolution was above, this post didn't actually provide it....
  20. no offence liked a post in a topic by Kavawuvi in HAC2 ~ Issue   
    The exception error issues happen when you minimize when a game is in progress and has always been a thing regardless of if Halo was running in full screen or in windowed mode or if the resolution option was set or if HAC2 was being used. It would also cause the chat to sometimes no longer work or be delayed, though using the custom chat isn't affected by this.
  21. no offence liked a post in a topic by NeX in Combustion (2.0.3)   
    IIRC Hac2's cache system stores the list of generated checksums for maps and simply hands them to the client application on startup, so that you don't have to wait for the game to calculate them all individually each time you open Halo CE. 
    That's why back in the day you would have a startup loading time proportional to the size of your maps folder, and it was fairly common practice to take out large maps you weren't going to play frequently to speed up the load time. 
     
    With Hac2, adding a new map I think just adds the new checksum to the cache, which is why startup loading is so flippin' quick now. The problem with this, is that if you swap out a map that already exists in your maps folder, say...
     
    bloodgulch.map
    <checksum X>
     
    that has a checksum associated with it already, with a new map of the same name
     
    bloodgulch.map
    <checksum Y>
     
    even though the game would calculate that new checksum, hac2 says "yup, bloodgulch, got the checksum right here, boss", and hands the old <checksum X> to your client.
     
    So you join a server running 
     
    bloodgulch.map
    <checksum X>
     
    and your client says "yeah I have bloodgulch.map with <checksum X>", so the server lets you join.
     
    When you flush the hac2 cache, it deletes all of those stored up checksums, forcing your client to recalculate each map in your maps folder again (might just be mp maps, not sure). 
     
    So now your bloodgulch.map will show the correct <checksum Y>, and that server with bloodgulch <checksum X> will no longer let you join because the map files are different.
     
    This scenario of "accidentally joining with a new map using an old checksum" is actually the reverse of the issue I normally have when testing maps - 
     
    I compile nexmap.map with <checksum A>, upload it to the server, and both my client and the server have <checksum A>. I then make some tweaks, recompile a bunch of times, test only on LAN where checksums don't matter, so my client still has <checksum A>. I take the new version of nexmap.map <checksum B> and put it on the server to test - but when I join, my client sends <checksum A>, and I cannot join even though my maps are actually the same version, because my client is reporting a checksum for the old version <checksum A>.
     
    I do a quick hac_flush_cache command in the console, restart Halo CE, and then I'm good to go with the correct <checksum B> being sent to the server running nexmap.map <checksum B>.
  22. Tucker933 liked a post in a topic by no offence in Combustion (2.0.3)   
    i tried some thing now.....
     
    i badly wanted putput map of ftw1 to ce.
     
    i downloaded this,
    http://hce.halomaps.org/index.cfm?fid=4604
     
    and download this;
    http://opencarnage.net/index.php?/topic/3261-map-renamer/
     
    and renamed the map to putput and.....
     
    aaaaaaaaaaaaaaaahahahahahahahahahahahah
    ohohohohohhohohohhohoh
     
     
    it worked -.-
     
    * yeah i've managed to play an online game.