
(Halo 2) -~! h2x 4.20 !~- --*UPDATED*-- 4/30/05
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- TheTyckoMan
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looking at it now, might've be something poke added last minute (or it could be that I messed up on one of the values in the scnr plugin)mind flayer wrote:every time i try to up the spawn count and i save i cannot select anouthe(sp) thing or it gives me this index was outside the bound of the array
Sweetness.......Visual Security: 9-block IP Identification
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
- TheTyckoMan
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ok there is a bug with the index stuff, so if you want to do stuff in the scnr use this until poke gets it fixed 

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- scnr.rar
- (1.24 KiB) Downloaded 41 times
Sweetness.......Visual Security: 9-block IP Identification
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
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thx very mutch
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ok so I open new mobassa go in to the scnr tag then i click on meta editor. next I go to ai si and i click on the box and slelct
1 - e14_mars_inf0 and increase the spawn count then I click save changes but after it saves and i try to slect anouther groupe of chars it gives me the error index was outside the bound of the array so im wondering if it could be because the map isint clean (has a few wep mods on it nothing major) or is it a problum(sp) with the process im useing. but i have also tryed this on some maps that i think are clean but I will try replacing them and trying over
[edit]
[edit]

ok so I open new mobassa go in to the scnr tag then i click on meta editor. next I go to ai si and i click on the box and slelct
1 - e14_mars_inf0 and increase the spawn count then I click save changes but after it saves and i try to slect anouther groupe of chars it gives me the error index was outside the bound of the array so im wondering if it could be because the map isint clean (has a few wep mods on it nothing major) or is it a problum(sp) with the process im useing. but i have also tryed this on some maps that i think are clean but I will try replacing them and trying over
[edit]
- TheTyckoMan
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what version of halo 2 do you have? pal or ntsc?mind flayer wrote:thx very mutch
[edit]![]()
ok so I open new mobassa go in to the scnr tag then i click on meta editor. next I go to ai si and i click on the box and slelct
1 - e14_mars_inf0 and increase the spawn count then I click save changes but after it saves and i try to slect anouther groupe of chars it gives me the error index was outside the bound of the array so im wondering if it could be because the map isint clean (has a few wep mods on it nothing major) or is it a problum(sp) with the process im useing. but i have also tryed this on some maps that i think are clean but I will try replacing them and trying over
[edit]
Sweetness.......Visual Security: 9-block IP Identification
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
"Teenagers, plus anonymity, plus microphone = idiot."-Bungie
because i guess it was easier to code and it has nested support along with scripts and a bunch of other useful things. i actually think its pretty organized and its easier to write plugins using it(especially when dealing with nested meta). so what if it sacrafices speed, it works....and until promethius comes out, this program has by far, the best plugin system yetkornman00 wrote:Not trying to be mean or anything, but that plugin design and syntax has to be the worst I've ever seen (and the slowest :\). Why not use XML? Alot easier, parser already made (which is very fast) and a shit load of .NET classes for interfacing with XML.

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wooooooot I love you
Last edited by mind flayer on Sat Apr 30, 2005 12:38 pm, edited 3 times in total.
The ability to allow nested block editing and string id changing shouldn't rely on the plugins structure.xbox7887 wrote:because i guess it was easier to code and it has nested support along with scripts and a bunch of other useful things. i actually think its pretty organized and its easier to write plugins using it(especially when dealing with nested meta). so what if it sacrafices speed, it works....and until promethius comes out, this program has by far, the best plugin system yet
And I don't see how you find that organized, with XML, you can EASILY tell what thing belongs to what (ie, block 2 belongs to block 1) without looking for some ".--!" or whatever it is again.
And if i'm not mistaken, the reason its slow is because he reparses the plugin everytime a block editor's index gets changed, and reloadgs the data, and repositions all the controls again. Very inefficent.
But I'm not here to tell people how to program.
But if you want my advice poke, learn XML, and .NET's XML classes, I really thing you'll like them. And once (if) you do all that, and implement all that into your app, make a byte buffer for the tag your editing and just edit that byte buffer, instead of reloading and saving to the map all the time. Also, with XML, you only need to parse the XML file once (which is super fast), and then can get xml element data (like say a block's offset) by using some object fields in a XmlNode object.
XML also allows you to add comments that don't really affect parsing (it just skips the comments) and allows you to tab out your XML code, so its easier to read.
Prometheus will be using XML

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Great... It seem's that the Prometheus team loves to offer me advice, only when I don't want it though. I will make it more effective soon and yes i do reparse it each time but i dont need to keep it like that so expect it to just keep getting better.
btw: my program skips over anything thats not a recognized command so you can put all the comments you like
btw: my program skips over anything thats not a recognized command so you can put all the comments you like
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I converted some of the xml plug-ins for those who want them and those who are complaining. They lack a few objects, but they will work for now. Props to xbox7887 and TheTyckoMan for helping me out.
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- Plugins-Release1.rar
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