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Thread: Headlong Teaser Trailer (sorta)

  1. #11
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    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.
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  2. #12
    not my real name damn-it! kenney001's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by p0lar_bear View Post
    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.....
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  3. #13
    The Cake is a Lie. Jay2645's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by kenney001 View Post
    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....
    • 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
    -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.
    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):
    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)
    )
    To set up, simply make 16 invisible bipeds with no collision, name them biped1-biped16, and it should work.

    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!
    Last edited by Jay2645; September 18th, 2007 at 05:59 PM.
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  4. #14

    Re: Headlong Teaser Trailer (sorta)

    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)
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  5. #15
    not my real name damn-it! kenney001's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by CtrlAltDestroy View Post
    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)
    never thought of that before......

    besides, the server would have to disable the script anyway.....
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  6. #16
    "Think Different" Masterz1337's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by p0lar_bear View Post
    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.
    CMT*

    And yes, do get rid of that old thing. It's uuuuglllllyyyy
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  7. #17
    not my real name damn-it! kenney001's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by Masterz1337 View Post
    CMT*

    And yes, do get rid of that old thing. It's uuuuglllllyyyy
    your ugly.......
    jk
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  8. #18
    The Cake is a Lie. Jay2645's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by kenney001 View Post
    your ugly.......
    jk
    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)
    )
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  9. #19
    Untruely Bannable~ Inferno's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by kenney001 View Post
    • Shotgun has invinate zooms (crashes)
    • Nade throwing distance
    • purple carbine muzzle-flash
    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.
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  10. #20
    not my real name damn-it! kenney001's Avatar
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    Re: Headlong Teaser Trailer (sorta)

    Quote Originally Posted by wanksta(-=Inferno=-) View Post
    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.
    I never said I cant fix them. Its a matter of DOING it. I haven't gotton around to it yet. The zooms i fixed on all but the shotgun, the nade throwing looks off in a H2 mod, and its the dynamic light flash, not the muzzle burst...
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