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.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.
Search found 40 matches
- Sat Nov 15, 2008 11:02 am
- Forum: Downloads
- Topic: XZodia's Plugin's
- Replies: 327
- Views: 57641
- Sat Nov 15, 2008 12:44 am
- Forum: Downloads
- Topic: XZodia's Plugin's
- Replies: 327
- Views: 57641
- 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 ...
- 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.
HUD damage display tags
HUD damage display tags
- 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 ...
- 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...
- Fri Jun 27, 2008 10:12 am
- Forum: Discussion
- Topic: Vehicle health hud
- Replies: 19
- Views: 1985
- Fri Jun 27, 2008 1:00 am
- Forum: Discussion
- Topic: Vehicle health hud
- Replies: 19
- Views: 1985
- Fri Jun 27, 2008 12:46 am
- Forum: Discussion
- Topic: Vehicle health hud
- Replies: 19
- Views: 1985
- 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...
- 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...
- Sat Apr 19, 2008 1:03 am
- Forum: Discussion
- Topic: BOOM! It's ON. Spark Studios needs YOU!
- Replies: 36
- Views: 3411
- Sun Aug 26, 2007 11:03 pm
- Forum: Modding Discussion
- Topic: Adding Music to Muliplayer
- Replies: 6
- Views: 449
- Sat Aug 25, 2007 2:38 pm
- Forum: Modding Discussion
- Topic: entity bsp veiwer
- Replies: 3
- Views: 486
- 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...
- Thu Aug 09, 2007 9:28 pm
- Forum: Modding Discussion
- Topic: H2G script injection
- Replies: 5
- Views: 482
- Tue Aug 07, 2007 9:13 pm
- Forum: Modding Discussion
- Topic: 2 new maps not loading
- Replies: 13
- Views: 813
- 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...
- 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. ...
- 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...