I had a bunch of gameplay videos and I was messing with a WAV editor.This is the product, and somewhat a trailer for HEADLONG.
before you ask, it should be comming out this week. I have a growing list of minor problems and not the time to fix them.
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I had a bunch of gameplay videos and I was messing with a WAV editor.This is the product, and somewhat a trailer for HEADLONG.
before you ask, it should be comming out this week. I have a growing list of minor problems and not the time to fix them.
Nicely done. Now stop promoting it and get to work! lol jk videos like this are always worth the wait.
Where are the girly nade throwing anims D:! lol.. very nice!
You really need to fix your hud.
^^I would but I have just about had it with this level. I want to release it when my bug list is gone, and not worry about the stuff that already looks ok. If you WANT to find me a better h2 HUD go for it.....
Its not really promoting, its aggrivating :lol:
this video was my "break" from actually working on it. I need breaks you know.
Nah, that HUD is fine. My only suggestion would be to space out the icons at the top right of the screen a little from each other.
As I keep saying, post your bug list here, and maybe we can help whittle it down.
And you are still using that Anti-Aimbot script, right? Because I now have a more effective one, PM me if you still want it. Same setup as the previous one, this one just adds a couple commands to make the aimbots lock on more often.
you see? Its just stuff that needs to be done, not stuff I am having problems figuring out. This is why I say it should be out soon, but then I can't get anything done because of homework, extra curricular activities, etc....
-and then theres this invisible wall that i cant for the life of my get rid of, that basically extends the wart-hog side of the building the headlong is attatched to, to where you cant shoot people in the street below, unless they are past the place where the streets merge.
- shotgun is to accurate/powerful
- SMG Reload Empty sound is wrong
- Rocket has 2 zoom levels
- Shotgun has invinate zooms (crashes)
- Carbine pickup icon
- Needler Projectile speed
- Nade throwing distance
- Put the SUn lens flare back into the sky
- Anti-aimbot script (yes jay an updated version would be wonderful)
- purple carbine muzzle-flash
I don't think that the people that play ce will care about your hud, it's looking great so far keep up the good work.
About the HUD.
I realise that you have spent a lot of time on this map and it is your project, but when you have spent this long on a map, making it suitable for release, it seems a real shame not to make it perfect. IMHO if you know the problem is there and the feature it is not as it should be, you should fix it to make the release as perfect as possible. Like I say, it's your map and you're the one who's had to slave over it, but to me it seems a shame to leave it.
Otherwise, looks great! Looking forward to release. Thanks for all the work you've put in so far to get a good H2 map into CE.
You're using half of my awesome HUD and half of Se7en Numbers's old crappy HUD. Your problem lies in each weapon hud interface tag; you need change the bitmap references.
I tried using all of one, but they were missing half the weapons, so i mixed and matched. The tags I used used both yours and his, and its a real pain to fix and isnt worth the effort.
The time it takes to fix the HUD greatly overwhealms the miniscule effect it would have. The HUD I am using works, and looks fine as it is.....
Well, for the anti-aimbot script, this should do the trick (Please be reminded that since H2V hates the tab key and replaces any references to it with spaces, you should replace the random spaces with the tab key):
To set up, simply make 16 invisible bipeds with no collision, name them biped1-biped16, and it should work.Code:(script continuous antiaimbot1
(objects_attach (unit (list_get (players) 0)) "head" biped1 "right hand")
(objects_detach (unit (list_get (players) 0)) biped1)
)
(script continuous antiaimbot2
(objects_attach (unit (list_get (players) 1)) "head" biped2 "right hand")
(objects_detach (unit (list_get (players) 1)) biped2)
)
(script continuous antiaimbot3
(objects_attach (unit (list_get (players) 2)) "head" biped3 "right hand")
(objects_detach (unit (list_get (players) 2)) biped3)
)
(script continuous antiaimbot4
(objects_attach (unit (list_get (players) 3)) "head" biped4 "right hand")
(objects_detach (unit (list_get (players) 3)) biped4)
)
(script continuous antiaimbot5
(objects_attach (unit (list_get (players) 4)) "head" biped5 "right hand")
(objects_detach (unit (list_get (players) 4)) biped5)
)
(script continuous antiaimbot6
(objects_attach (unit (list_get (players) 5)) "head" biped6 "right hand")
(objects_detach (unit (list_get (players) 5)) biped6)
)
(script continuous antiaimbot7
(objects_attach (unit (list_get (players) 6)) "head" biped7 "right hand")
(objects_detach (unit (list_get (players) 6)) biped7)
)
(script continuous antiaimbot8
(objects_attach (unit (list_get (players) 7)) "head" biped8 "right hand")
(objects_detach (unit (list_get (players) 7)) biped8)
)
(script continuous antiaimbot9
(objects_attach (unit (list_get (players) 8)) "head" biped9 "right hand")
(objects_detach (unit (list_get (players) 8)) biped9)
)
(script continuous antiaimbot10
(objects_attach (unit (list_get (players) 9)) "head" biped10 "right hand")
(objects_detach (unit (list_get (players) 9)) biped10)
)
(script continuous antiaimbot11
(objects_attach (unit (list_get (players) 10)) "head" biped11 "right hand")
(objects_detach (unit (list_get (players) 10)) biped11)
)
(script continuous antiaimbot12
(objects_attach (unit (list_get (players) 11)) "head" biped12 "right hand")
(objects_detach (unit (list_get (players) 11)) biped12)
)
(script continuous antiaimbot13
(objects_attach (unit (list_get (players) 12)) "head" biped13 "right hand")
(objects_detach (unit (list_get (players) 12)) biped13)
)
(script continuous antiaimbot14
(objects_attach (unit (list_get (players) 13)) "head" biped14 "right hand")
(objects_detach (unit (list_get (players) 13)) biped14)
)
(script continuous antiaimbot15
(objects_attach (unit (list_get (players) 14)) "head" biped15 "right hand")
(objects_detach (unit (list_get (players) 14)) biped15)
)
(script continuous antiaimbot16
(objects_attach (unit (list_get (players) 15)) "head" biped16 "right hand")
(objects_detach (unit (list_get (players) 15)) biped16)
)
What this does is it makes the aimbot spin like a top, trying to chase an invisible biped to the left of it. The old version worked about 75-85% of the time, but this one works 99% of the time. I can't say 100% due to the fact that I can never be sure it would ALWAYS work, but this should nail them almost always.
I threw in an objects_detach command because the aimbot was reassigning itself to target the correct target after falling for the trick once, making it able to be used as normal, as long as no one joins or leaves. This one makes the aimbot's strategy useless, as every time the biped detaches again, the aimbot has to reset.
Anyway, enjoy!
Oh, and this wasn't just for Kenney, I figured the community would want this, too, since I saw some interest. If anyone does use it in one of their maps, I would like just a tiny mention in the credits.
Anyway, back to Headlong. I take it you should know how to get rid of the zoom problem, as it's a simple, 10 second fix.
As for the real only MAJOR problem, the invisible wall, I'm not too sure how to get rid of it. Just double-check the Max model for any flipped normals around that area, I did that once. I extruded and flipped the normals, rendering that part invisible, and I couldn't for the life of me figure out why that invisible wall was there.
It could be Max bugging out on you for some reason, I don't know.
Like I said, I have no idea why.
But take your time and make it good!
Typing "sleep -1 antiaimbot1" through "antiaimbot16" will just negate your antiaimbot script
Throw in a ~ or ` into the names to prevent this. (The reason for this is that when either of those characters are typed, the console closes)
How dare you talk to your leader that way!
Just kidding.
Thanks for the tip CAD, I have an updated one with your idea implemented.
Code:(script continuous antiaimbot1~
(objects_attach (unit (list_get (players) 0)) "head" biped1 "right hand")
(objects_detach (unit (list_get (players) 0)) biped1)
)
(script continuous antiaimbot2~
(objects_attach (unit (list_get (players) 1)) "head" biped2 "right hand")
(objects_detach (unit (list_get (players) 1)) biped2)
)
(script continuous antiaimbot3~
(objects_attach (unit (list_get (players) 2)) "head" biped3 "right hand")
(objects_detach (unit (list_get (players) 2)) biped3)
)
(script continuous antiaimbot4~
(objects_attach (unit (list_get (players) 3)) "head" biped4 "right hand")
(objects_detach (unit (list_get (players) 3)) biped4)
)
(script continuous antiaimbot5~
(objects_attach (unit (list_get (players) 4)) "head" biped5 "right hand")
(objects_detach (unit (list_get (players) 4)) biped5)
)
(script continuous antiaimbot6~
(objects_attach (unit (list_get (players) 5)) "head" biped6 "right hand")
(objects_detach (unit (list_get (players) 5)) biped6)
)
(script continuous antiaimbot7~
(objects_attach (unit (list_get (players) 6)) "head" biped7 "right hand")
(objects_detach (unit (list_get (players) 6)) biped7)
)
(script continuous antiaimbot8~
(objects_attach (unit (list_get (players) 7)) "head" biped8 "right hand")
(objects_detach (unit (list_get (players) 7)) biped8)
)
(script continuous antiaimbot9~
(objects_attach (unit (list_get (players) 8)) "head" biped9 "right hand")
(objects_detach (unit (list_get (players) 8)) biped9)
)
(script continuous antiaimbot10~
(objects_attach (unit (list_get (players) 9)) "head" biped10 "right hand")
(objects_detach (unit (list_get (players) 9)) biped10)
)
(script continuous antiaimbot11~
(objects_attach (unit (list_get (players) 10)) "head" biped11 "right hand")
(objects_detach (unit (list_get (players) 10)) biped11)
)
(script continuous antiaimbot12~
(objects_attach (unit (list_get (players) 11)) "head" biped12 "right hand")
(objects_detach (unit (list_get (players) 11)) biped12)
)
(script continuous antiaimbot13~
(objects_attach (unit (list_get (players) 12)) "head" biped13 "right hand")
(objects_detach (unit (list_get (players) 12)) biped13)
)
(script continuous antiaimbot14~
(objects_attach (unit (list_get (players) 13)) "head" biped14 "right hand")
(objects_detach (unit (list_get (players) 13)) biped14)
)
(script continuous antiaimbot15~
(objects_attach (unit (list_get (players) 14)) "head" biped15 "right hand")
(objects_detach (unit (list_get (players) 14)) biped15)
)
(script continuous antiaimbot16~
(objects_attach (unit (list_get (players) 15)) "head" biped16 "right hand")
(objects_detach (unit (list_get (players) 15)) biped16)
)
1. easy to fix its just a corrupted extracted tag. just gointo the zoom and change the zoom levels and stuff to zero.
2. *sigh* i guess you didnt read what i said earlyer about how putting the stuff that sucked (like the girly grenade throw) about h2 into h1 is NOT cool.
3. ill send you my nice carbine muzzle flash i made if you want.
map looks fun. ill play it probally. only thing im worreid about is if the BR is gonna suck for everyone but host. like it did in h2_coag and zlib_sanctuary.
Keep the H1 throwing animations, MC isn't a girly-man.
That looks sweet, I wonder when it will be released....
first there was zteam and now this... that's awesome
something that i would totally play and way better than that other way outdated headlong
lmfao
This week or not? Only a few hours left.
+deserved rep because,
#1 Very nice vid, did you use my FlyCam? I <3 you :awesome:
#2 I had that anti-aimbot script the same way in the back of my head just a bit different also :awesome:
#3 Overall :awesome:
Wave, we're both talking about the ugly one with the distorted weapon icon and fugly white outline.
IIRC, that was Vinx's.
Ah. K. So you're saying masters didn't pull a fail?
Let me make it obvious, masters started beating on kenney for a CMT HUD that was publicaly released, following that it is CMT's only.
...uh, no? Learn to read. We were all talking about how the old, shitty H2_Coagulation HUD elements were being mixed in with the one I made.
By the way, Kenney's fully aware of this, and I'm helping him get all of his weapon HUD interfaces fixed... that is, whenever he's ready for me to help him out.
I am thoroughly impressed.
i think FR has the right to tell people to stop fucking up his topics, or other peoples topics.
oh, lawl, i got confused on the huds.
shush now, i think as soon as FR gets a new name and keeps up this new habit of being awesome that its forgiveable his past actions. And man, that means a lot coming from the guy who's hated CMT for crimes against humanity for years :awesome:
Guise, lets simmer down now. We're getting riled up over some wierdo over the internet who claimed he "breathed life" into these boards. Do we really deserve to be treating this guy seriously?