Search found 77 matches

by Halo_Xtreme
Fri May 14, 2004 4:49 am
Forum: HEK General
Topic: map compiling is not working
Replies: 17
Views: 2209

"tool struct levels\test\tutorial tutorial" will take the tutorial.jms file from data\levels\test\tutorial\models" folder and make the tutorial.scenario and tutorial.scenario_structure_bsp tags in your "tags\levels\test\tutorial" folder if for some reason when you installed ...
by Halo_Xtreme
Thu May 13, 2004 10:21 pm
Forum: HEK General
Topic: map compiling is not working
Replies: 17
Views: 2209

did you do like i said and check all you rpaths and directories? you have to make sure thi sis correct, if you dont, you wont compile anything wether its teh tutorial map or a new one. double check and make sure you comman dmatches you folder and file locations.
by Halo_Xtreme
Thu May 13, 2004 8:49 pm
Forum: HEK General
Topic: map compiling is not working
Replies: 17
Views: 2209

****Note"""dont use any of the indications of <space> in your command line, its just a heads up you need to hit your spacebar"""**** Its probalably the way you have it installed. I had this errors til i checked the path to wich i was running teh files from and made sure...
by Halo_Xtreme
Tue May 11, 2004 5:08 pm
Forum: HEK General
Topic: How would one create weapons with Guerilla?
Replies: 2
Views: 1028

I belive the collision model is similar to the base model an dprobaly created in a similar fashion, but i really dunno, theres a commmand with tool.exe to create a collision model, but what from and how no clue, my college bud made a teapot <the stupid standrard thing in 3dstudio> and put it in afte...
by Halo_Xtreme
Tue May 11, 2004 3:47 pm
Forum: Discussion
Topic: Spawnable AI
Replies: 14
Views: 2605

put it up in the files section for yall to look at.


http://files.halomods.com/viewtopic.php?p=66962#66962
by Halo_Xtreme
Tue May 11, 2004 1:56 am
Forum: Discussion
Topic: Spawnable AI
Replies: 14
Views: 2605

all you have to do is make a custom set actor variant and actor file with guerilla, setup a level, add the actor variant in under actor pallets, add the cyborg <for a model for the AI> under biped pallets, then locate the second instance of player start positions, add how ever many you want. After t...
by Halo_Xtreme
Mon May 10, 2004 10:11 pm
Forum: Discussion
Topic: Spawnable AI
Replies: 14
Views: 2605

yeah thats what i am trying to get at, i knwo they are bipeds, i got em running aourd following waypoints in sapien but when i get em coompiled 1 or 2 will do it then the all will stop, i can spawn 1 biped per sec :0 no vehicles nothing else, it adds a physical spawn point for each biped, i had up t...
by Halo_Xtreme
Mon May 10, 2004 9:16 pm
Forum: Discussion
Topic: Spawnable AI
Replies: 14
Views: 2605

No you missed my point, they spawn from a spawnable point directly above thie rhead, ill make a vid of it so you can see what i mean :0
by Halo_Xtreme
Mon May 10, 2004 8:34 pm
Forum: Discussion
Topic: Spawnable AI
Replies: 14
Views: 2605

Spawnable AI

Spawnable AI is possible

here is a screenshot of a nice MC ra ra pyramid :0

Image

you can get them to move and shoot and throw grenades too but i am still tweaking all that theres so many damn options ><
by Halo_Xtreme
Sat May 08, 2004 11:48 pm
Forum: Discussion
Topic: cant shoot. edit:found the problem
Replies: 4
Views: 901

Is it a map you made? only tim ei have had issues not being able to shoot/move in a new map is that my player spawns were to low below the surface of th emap, I dunno the speifics in what your asking but id look at that maybe.
by Halo_Xtreme
Sat May 08, 2004 1:59 pm
Forum: Discussion
Topic: Fighter bomber revisited..
Replies: 13
Views: 2797

well lemme reiterate what i did to get this in and maybe you can help me understand this better. 1> under guerilla i added a scenery pallete and choose the fighterbomber.scenery fie 2> went to scenery header and setup the fighterbomber as a piece of scenery for my map. 3>compilied it and opened it u...
by Halo_Xtreme
Sat May 08, 2004 1:41 pm
Forum: Discussion
Topic: Fighter bomber revisited..
Replies: 13
Views: 2797

I know its not new I wasnt saying it was :0 just neat is all, i just found that it would animate even though there is no tags imported at all with HaloCE without including the dependencies just a simple model swap nohting more, it dosent have em to add :0 so i dunno how it knows to do that given the...
by Halo_Xtreme
Sat May 08, 2004 1:32 pm
Forum: Discussion
Topic: Fighter bomber revisited..
Replies: 13
Views: 2797

Fighter bomber revisited..

Was toying around with the fighter bomber scenery file, swaped its model over with HHT after compiling it with tool and guerilla for the banshee and found somthing i havent noticed with it befeore. The thrusters work even though i just changed the model only no animation triggers or anything. Was ki...
by Halo_Xtreme
Fri May 07, 2004 8:22 pm
Forum: HEK General
Topic: HEK... debate, state your opinion, most say it sux.
Replies: 49
Views: 7849

I like it, and so far having a blast finally having a chance to envision awsome levels, i have done a lot of editing in lots of games and so far this kit is the best set of tools i have used this far. Its kinda difficult getting started, but after all the work done here on halo mods alreayd its maki...
by Halo_Xtreme
Mon May 03, 2004 3:53 pm
Forum: HEK General
Topic: HEK Hype\Rumors
Replies: 18
Views: 4260

Soon = After Halo 2 goes live so we wont make out own version wtih the HEK :0
by Halo_Xtreme
Wed Apr 28, 2004 2:43 pm
Forum: Art Studio
Topic: My perfected m16 A2 model
Replies: 43
Views: 3664

shrink it up some along the x axis, its a lil long, and what sthat green thing inside the scope? ;0. And one more thing the sighting on your first person graphic is nice, but the sight dosent seem to be on your 3rd person model from those screenshots the one on teh end of the barrel that is not the ...
by Halo_Xtreme
Wed Apr 28, 2004 10:36 am
Forum: Programming
Topic: adding seats/weapon firemodes
Replies: 27
Views: 3188

It hit me the other day of a simple way to add a grenade laucnher to a lets say m16 or ak-47, its gotta lot things to work out, but you can easily swap models in and animation triggers and such for th eplasma pistiol, with a little tweaking of the weapons attributes you can get a simple conversion t...
by Halo_Xtreme
Tue Apr 27, 2004 4:50 pm
Forum: Programming
Topic: Heal gun?
Replies: 21
Views: 4441

I tried out setting the projectile as a heal pack wich ended up with a lame attempt since it would put out hundreds of health packs for you to pick up, was really funny watching elites trying to kill me with health packs though :0
by Halo_Xtreme
Mon Apr 26, 2004 4:53 pm
Forum: Modding Discussion
Topic: Switching MC with other bipeds for mp
Replies: 13
Views: 1357

you need the animation trigger for the elite as well, it will freak out his biped if you use the MC antr with an elit emodel, it will warp and streact crap all over the place.
by Halo_Xtreme
Mon Apr 26, 2004 4:46 pm
Forum: Hardware & Software
Topic: problem
Replies: 10
Views: 1223

open the map with HHT. go to the [vehi] vehicle tag you want the AI in. <exp banshee> on the right side you will see the dependcy swapper and below that a window listing the dependencies of that vehicle. at the bottom of those youll see an entry for "actv - nulled out". This is what you wa...