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Weyland

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About Weyland

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    Melbourne, Australia
  1. Hi, Sorry, still not happening.
  2. Thanks for replying - added that change but it's still not initialising or loading unfortunately.
  3. Thanks! Unfortunately I'm not able to get this working. The script itself isn't loading. Any ideas or suggestions would be much appreciated.
  4. Hi, I have a basic script below I'm using to create player commands that rprint custom messages with info/content to the console i.e Discord link, YouTube channel link Would anyone be able to help embellish it so the message stays on screen until the command is executed again? So the command essentially toggles the message on and off. I've seen it done on a few servers, so I'm hoping one of you legends has something sitting around. Best, Weyland
  5. Hi, Hope everyone is good. If and when anyone (particularly Kavawuvi) gets a spare minute I have a couple of lua script related issu...
  6. Hi, I'm trying to modify H® Shaft's Death Messages V6 for an MD/PC server https://pastebin.com/hj6hiEqq I have most of the JPT! tags working for the map I'm hosting (although getting the rocket truck, rocket launcher, falcon rockets and mortargoose rockets on Bigass Final to work will be interesting), but the original script announces messages with a 'say' so they get a prefix, which makes them noisier/busier than I'd like. I have the msg_prefix and admin_prefix varied to something else already and don't want to change those, and disabling the say_prefix is for CE only, so what I want to do is change the script to announce messages with 'cprint' instead. But I'm struggling to figure out the correct (or a correct) way of expressing it. And wondering if maybe cprint won't even work as it only accepts the string message? I got rprint working ok - as it takes the string message and the PlayerIndex, but player feedback was they wanted them in the console like normal. For example, currently the script has - elseif last_damage[PlayerIndex] == tank_shell then execute_command('say * "$name was killed by $kname\'s Scorpion."', PlayerIndex) and this is where I'm at with trying to get cprint working instead - elseif last_damage[PlayerIndex] == tank_shell then cprint("$name was killed by $kname\'s Scorpion"), PlayerIndex)) But yeah, no dice and I'm fumbling around in the dark as per - I'm sure someone here can put me straight in a heartbeat. Thanks.
  7. Hi, Has anyone seen a successful CE to MD conversion of either of these maps? I've tried converting with Pearl and also Fire Dragon but no dice...
  8. Thanks for your response - yes I was referring to the HaloMD mod of Ambush. I'd be really keen to host it if and when you get round to another build, cheers.
  9. I've been using the following for a few months with no problems event_prejoin '$name:WeylandSucks' 'sv_kick $name' Using that, SAPP has consistently kicked the player joining with the specified name. From what you're saying and from the testing I've done it appears using the same command for names with spaces just isn't going to work, even when I change the prejoin to a join and the sv_kick to a k - thank you for responding and your input anyway.
  10. The event_prejoin is working fine on names with no spaces though? event_join '$name:Weyland Sucks' 'sv_kick $name' event_alive '$name:Weyland Sucks' 'sv_kick $name'
  11. Did anyone ever get Julique's revision of this to work?
  12. Having thought about this for a bit, I think the cleanest solution on the Bigass Final map (as some of the players on my server have also suggested) would be to edit this script to remove the choice of weapon loadout 30 seconds after the player spawns. That way the Q press made available in the script becomes redundant before they can pick up the enemy flag and potentially break the game. Put another way, if it could be updated so the player has 30 seconds to choose one of the two loadout options by pressing Q and firing, otherwise the first loadout option is forced on them (as though they had fired to choose it).
  13. Hi, I have a tweaked version of the Weapon layout v0.1 By =GG=DLBon script installed on my Bigass Final server and it's been a popular addition. Unfortunately it breaks CTF games under certain circumstances - with the server thinking the player is still holding the flag - when in fact the flag has been 'eaten'. So the script works by offering newly spawned players a choice of two sets of weapons via a Q press, with their loadout choice only being confirmed once the player shoots. But if the following sequence takes place, it breaks CTF - 1. Player spawns 2. Player doesn't confirm weapon load out choice by shooting, so the 2 choices can still be toggled by pressing Q 3. Player picks up flag 4. Player enters vehicle 5. Player then presses Q and the flag gets eaten Hoping somebody could suggest a fix/solution/workaround for this please? -- Weapon layout v0.1 By =GG=DLBon -- Should a player be allowed to choose a layout on repsawn again, or just when a new game starts or that player rejoins? Default = true respawnchange = true -- What weapons does each layout get? -- layout 1: layout1weap1 = "bourrin\\weapons\\assault rifle" layout1weap2 = "bourrin\\weapons\\dmr\\dmr" -- layout 2: layout2weap1 = "reach\\objects\\weapons\\pistol\\magnum\\magnum" layout2weap2 = "cmt\\weapons\\evolved\\human\\sniper_rifle\\sniper_rifle" -- What layout does a player spawn with by default? 1 = layout 1, 2 = layout 2. Default = 1 layouttospawnwith = 1 -- Messages: nolayout_msg = "Press flashlight to swap weapon loadout (default Q)" layoutchosen1_msg = "You can choose another weapon loadout after respawning." layoutchosen2_msg = "You can choose another weapon loadout after rejoining." layout1_msg = "DMR & Assault Rifle" layout2_msg = "Sniper Rifle & Magnum" -- Do not change anything below api_version = "1.9.0.0" ELSEACTION = { ["else"] = 0, } nowshootingstate = {} lastshootingstate = {} flashlight = {} nowflastlight = {} hasshooten = {} res = {} qpress = {} press = {} layouttospawnwithswitch = {} spawnswitch = {} spawnweapon = {} moreswitch = {} function OnScriptLoad() register_callback(cb["EVENT_TICK"],"OnTick") register_callback(cb['EVENT_SPAWN'],"OnPlayerSpawn") register_callback(cb['EVENT_JOIN'],"EnableLoadoutonnewgame") end function OnPlayerSpawn(PlayerIndex) spawnweapon[PlayerIndex] = 0 nowshootingstate[PlayerIndex] = 0 lastshootingstate[PlayerIndex] = 0 flashlight[PlayerIndex] = 0 nowflastlight[PlayerIndex] = 0 qpress[PlayerIndex] = 0 press[PlayerIndex] = 1 moreswitch[PlayerIndex] = 1 if(respawnchange == true) then moreswitch[PlayerIndex] = 0 end if(respawnchange ~= true and res[PlayerIndex] ~= 1) then hasshooten[PlayerIndex] = 0 end if(hasshooten[PlayerIndex] == 0) then rprint(PlayerIndex,"|c" .. nolayout_msg) end end function EnableLoadoutonnewgame(PlayerIndex) hasshooten[PlayerIndex] = 0 res[PlayerIndex] = 0 spawnswitch[PlayerIndex] = layouttospawnwith end function OnTick() for i=1,16 do if(player_alive(i)) then local player = get_dynamic_player(i) flashlight[i] = read_bit(player + 0x208,4) if(layouttospawnwith == 1 and hasshooten[i] == 0 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout1weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout1weap2,x,y,z),i) spawnweapon[i] = 1 end if(layouttospawnwith == 2 and hasshooten[i] == 0 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout2weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout2weap2,x,y,z),i) spawnweapon[i] = 1 end if(spawnswitch[i] == 1 and hasshooten[i] == 1 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout1weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout1weap2,x,y,z),i) spawnweapon[i] = 1 end if(spawnswitch[i] == 2 and hasshooten[i] == 1 and spawnweapon[i] == 0) then execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout2weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout2weap2,x,y,z),i) spawnweapon[i] = 1 end nowshootingstate[i] = read_float(player + 0x490) if(nowshootingstate[i] ~= lastshootingstate[i] and nowshootingstate[i] == 1 and respawnchange == true and hasshooten[i] == 0) then hasshooten[i] = 1 res[i] = 1 rprint(i,"|c" .. layoutchosen1_msg) else ELSEACTION["else"] = 0 end if(nowshootingstate[i] ~= lastshootingstate[i] and nowshootingstate[i] == 1 and respawnchange ~= true and hasshooten[i] == 0) then hasshooten[i] = 1 res[i] = 1 rprint(i,"|c" .. layoutchosen2_msg) else ELSEACTION["else"] = 0 end lastshootingstate[i] = nowshootingstate[i] if(qpress[i] == 0) then press[i] = 1 else press[i] = 0 end if(flashlight[i] ~= nowflastlight[i] and flashlight[i] ~= 0 and hasshooten[i] == 0 and qpress[i] == 1) then rprint(i,"|c" .. layout1_msg) execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout1weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout1weap2,x,y,z),i) qpress[i] = 0 spawnswitch[i] = 1 else ELSEACTION["else"] = 0 end if(flashlight[i] ~= 0 and hasshooten[i] == 0 and qpress[i] == 0 and press[i] == 1) then rprint(i,"|c" .. layout2_msg) execute_command("wdel " .. i) local x,y,z = read_vector3d(player + 0x5C) assign_weapon(spawn_object("weap",layout2weap1,x,y,z),i) assign_weapon(spawn_object("weap",layout2weap2,x,y,z),i) qpress[i] = 1 spawnswitch[i] = 2 else ELSEACTION["else"] = 0 end nowflastlight[i] = flashlight[i] if(moreswitch[i] == 0) then hasshooten[i] = 0 moreswitch[i] = 1 end end end end function OnScriptUnload() end
  14. Hi - did this end up getting incorporated into SAPP as the antiglitch command? Thanks
  15. Hi, Does anyone know anything about the Halo PC ambushed_1.map mod? i.e who created it? I'm having trouble with it locking up showing a network connection error on game start. Works fine as a create internet multiplayer, but on a Halo PC Dedi server no dice. Thanks