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Thread: campaign mod help

  1. #1
    Senior Member ICEE's Avatar
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    campaign mod help

    ive been modding campaign for some time now, ignoring the fact that i have a big problem to deal with.

    in my campaign mods, checkpoints are extremely rare, im not sure why this is. on the halomaps forum ctrlaltdestroy told me that he believed it occurred because of an increased number of AI encounters, which seemed likely, but i recently began modding "Assualt on the Control Room" and did NOT add any new encounters. i am still having an issue with checkpoints though.

    the only changes i made to aotcr were weaponry changes, and i switched some actor varients in the existing encounters. anyone who has a solution to my problem, please post


    PLEASE DO NOT ASK FOR PICS OF THE CAMPAIGN! its not done yet and a lot of the halo 3 weapons i am using are still in production.
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  2. #2
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    Re: campaign mod help

    add more checkpoints?
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  3. #3
    Senior Member ICEE's Avatar
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    Re: campaign mod help

    well how would i do that?
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  4. #4
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    Re: campaign mod help

    i used to know :/ i made a whole custom campaign.

    had something to do with trigger volumes and the naming of them.
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  5. #5
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: campaign mod help

    (game_save) ?
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  6. #6
    Senior Member ICEE's Avatar
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    Re: campaign mod help

    i want to make it so it will be playable by anyone, without use of devcodes. trying to make something of some quality.

    speaking of quality, anyone who has a fire sound tag for a spiker and will share it with me would be greatly appreciated. mine sound like assualt rifles as of the present
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  7. #7
    Sarcastic Bitch
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    Re: campaign mod help

    Quote Originally Posted by Tweek View Post
    i used to know :/ i made a whole custom campaign.

    had something to do with trigger volumes and the naming of them.
    Wouldn't you have to add scripts to the map in order to make those work? And that isn't possible since campaign source scripts haven't been released yet.
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  8. #8
    Intellektueller Bastinka's Avatar
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    Re: campaign mod help

    Quote Originally Posted by Tweek View Post
    i used to know :/ i made a whole custom campaign.

    had something to do with trigger volumes and the naming of them.
    I remember that one MP map that could switch BSP's without exceptioning or anything. That was pretty cool
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  9. #9
    Senior Member ICEE's Avatar
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    Re: campaign mod help

    also, i tried putting engineers into the game, just for show really. they didnt spawn. is there some particular reason for that? (i followed all the nessesary requirements)
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  10. #10
    "Think Different" Masterz1337's Avatar
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    Re: campaign mod help

    It has nothing to do with the amount of actors you have, I have the same problem on a10 and have had them work randomly after adding or removing a weapon.
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