Search found 40 matches

by hoho5000
Sat Nov 15, 2008 11:02 am
Forum: Downloads
Topic: XZodia's Plugin's
Replies: 327
Views: 57641

A lot of the plugins are buggy, but xzodia is aware. No one really wants to go through every single plugin and fix everything lol.
Oh I understand, I was just pointing it out. If anyone wants, I can release the fixed one once I correct it if you'd like.
by hoho5000
Sat Nov 15, 2008 12:44 am
Forum: Downloads
Topic: XZodia's Plugin's
Replies: 327
Views: 57641

Great set of plugins. However, there are some errors in the machine section of the scnr plugin. The power group should be offset 52. Instead, it's at 54, and everything below it is off by 2. You have "Editor Folder" at offset 52, but I have no idea what it is, and I don't think it goes the...
by hoho5000
Sat Jun 28, 2008 9:56 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

Are all of your vehicles set up to take damage correctly? Just make sure that in the new hud interface section that you reference the tag with the vehicle name. For example, the warthog would be ui\hud\warthog.hud interface, and so on. Most of the other stuff should already be referenced, seeing as ...
by hoho5000
Sat Jun 28, 2008 12:25 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

Sorry, I used a Halo font for the text, but it wouldn't be too hard to change it. Here are the tags. Feel free to use them, but don't forget to reference them in the vehicle files, well some of them.

Image

HUD damage display tags
by hoho5000
Fri Jun 27, 2008 7:21 pm
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

I sent you the tags. To use them, all you have to do is reference the warthog.unit hud interface tag under the new hud interface in the warthog vehicle tag. As for the text, all I did was create a new bitmap tag with the text. I'm planning on making some for all the vehicles in a different font, so ...
by hoho5000
Fri Jun 27, 2008 11:52 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

I got it working. http://poradunp.com/halo/images/working.jpg Ok, in the vehicle tag, there are two reference to the hud interface file: one under the seats, and the other under the new hud interfaces. The new hud interfaces is where you reference the health meter. In the seats, you reference seat s...
by hoho5000
Fri Jun 27, 2008 10:12 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

You're right, it's not a new hud interface tag, but that's what's the section's labeled in the vehicle tag. I'm going to see what I can do, and post back with the results.
by hoho5000
Fri Jun 27, 2008 1:00 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

No problem, and yes, this is getting confusing. Something I noticed: if you add another HUD reference in the vehicle tag, it names it "multiplayer hud." Might that have something to do with it? And if you were to make a bitmap tag from a tif file (you could just use a bitmap viewer program...
by hoho5000
Fri Jun 27, 2008 12:46 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

Are you rebuilding maps, or just editing them? If you're rebuilding, then you should just be able to create a new bitmap tag, right? Then you could just reference that in a new HUD file. Unless I'm wrong and it's more complicated than that.
by hoho5000
Fri Jun 27, 2008 12:18 am
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

The banshee text part is a bitmap; look for it referenced in the HUD file. The scorpion has one, but it isn't used. I haven't gotten the warthog or the scorpion to be destroyable. Maybe there's a flag to check or something? Plus, make sure you have the correct material settings in the collision mode...
by hoho5000
Thu Jun 26, 2008 10:42 pm
Forum: Discussion
Topic: Vehicle health hud
Replies: 19
Views: 1985

The vehicle health and damage effects are specified in the collision model tag, and the health bar (New Hud Interfaces), is in the vehicle tag. The ghost is already done. All you have to do us the regular ghost vehicle tag instead of the multiplayer one. For the other units, you would have to create...
by hoho5000
Sat Apr 19, 2008 1:03 am
Forum: Discussion
Topic: BOOM! It's ON. Spark Studios needs YOU!
Replies: 36
Views: 3411

Sign me up. My gamertag's "Hoho5000".
by hoho5000
Sun Aug 26, 2007 11:03 pm
Forum: Modding Discussion
Topic: Adding Music to Muliplayer
Replies: 6
Views: 449

Wouldn't it be so much easier to start it with a script? Just build the music into the map, add a script and use the "sound_looping_start" function. You might look at the single player scripts if you want to see exactly how to script it.
by hoho5000
Sat Aug 25, 2007 2:38 pm
Forum: Modding Discussion
Topic: entity bsp veiwer
Replies: 3
Views: 486

First, I would make sure that all your shared maps, and even the map your trying to open, are clean. If that doesn't work, then maybe try a different version of entity.
by hoho5000
Fri Aug 10, 2007 5:29 pm
Forum: Modding Discussion
Topic: Fully working scarab in MP
Replies: 22
Views: 1824

Soldier of Lite: In addition, machines such as the zanzibar gate are controlled by animations. The scarab included. This leads me to believe that if we could create switches to activate certain animations on certain objects, which is possible once discovered, then we could actually have remote contr...
by hoho5000
Thu Aug 09, 2007 9:28 pm
Forum: Modding Discussion
Topic: H2G script injection
Replies: 5
Views: 482

While editing the scnr tag, there's a button on the top left that says editors. Clicking on that will open a menu with the option of "Script Tools." From there, it should be self explanatory. Personally, I haven't had much success with it, but maybe I'm not doing something right.
by hoho5000
Tue Aug 07, 2007 9:13 pm
Forum: Modding Discussion
Topic: 2 new maps not loading
Replies: 13
Views: 813

I've found that modded main menus, at least rebuilt ones, always fail to load every map. I'm not quite sure why this is. I checked all the scenario paths, and they were fine, so I don't know...
by hoho5000
Sun Aug 05, 2007 6:19 am
Forum: Modding Discussion
Topic: Stripping down the BSP bitm/shad/?
Replies: 7
Views: 514

It would be really nice if there was some option to increase performance. For some reason if I'm viewing large maps, the bsp viewer runs at less than 1 fps on my desktop, which has a pentium 4 3 Ghz processor, 1.5 GB of ram, 300 GB of HD space, and a 128 MB video. On my laptop though, on those large...
by hoho5000
Sat Aug 04, 2007 7:37 pm
Forum: Modding Discussion
Topic: Solved: Add color change bitmap
Replies: 0
Views: 271

Solved: Add color change bitmap

Ok, so I'm trying the get some bipds that don't normally have color changes enable to have them. I changed the shader type to tex_bump_two_change_color, and set up the bitmaps within the shader. I used a premade color change bitmap, the lord hood one. This works, but it's not exactly what I wanted. ...
by hoho5000
Thu Aug 02, 2007 12:20 am
Forum: Modding Discussion
Topic: AI, H2Core, and H2Guerilla problems
Replies: 0
Views: 337

AI, H2Core, and H2Guerilla problems

I seem to be having problems getting AI to work with these programs. Every time I try to rebuild the map with any of the AI related reflexives (Squad Types, Squads, and Characters), I get a black screen. Now, if I don't rebuild the map with any of those it works fine. For instance, I've tested build...