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Thread: Pardon Our Dust.

  1. #1861

    Re: Pardon Our Dust.

    Quote Originally Posted by Timo View Post
    If there's a way to set a script up to check what difficulty has been completed, that'd be possible. I don't think there's any UI event function that checks to see what difficulty has been completed :\
    What about the Campaign skulls on the mission select menu?

  2. #1862

    Re: Pardon Our Dust.

    Quote Originally Posted by Pooky View Post
    What about the Campaign skulls on the mission select menu?
    In Halo 1? What?
    Am I off base here... or are you talking about Halo 2 and 3... in which case of course they keep track of that stuff...

  3. #1863

    Re: Pardon Our Dust.

    What Pooky is suggesting is that CMT would put a skull in each map, and when they are found they activate a script in the UI. Then the UI would activate the "skull menu" and place the picked up skull. (Something among those lines)

    I recall CMT saying that they wouldnt put skulls on their maps, since of either not wanting to or UI issues.

    Since now l28 from Halomaps is on CMT due to him knowing UI very well (See his RED UI), I believe it COULD be possible.

  4. #1864
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: Pardon Our Dust.

    I remember kornman pointing out that there are only five or so unused global variables that do not change value when a new map is loaded. Adding in points or skulls to the campaign would be needlessly difficult, given that CMT might be using those globals for something else.

    And you know what? I'm getting a tad sick of people suggesting Halo 3-based content to be added into Halo. Yes, Halo 3 had some great things, but you people need to keep in mind that this is not Halo 3. The engine was not built for these sorts of things, and CMT is already pushing the envelope and has hit limits on what they can and cannot do.

  5. #1865
    am I an oldfag yet? Heathen's Avatar
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    Re: Pardon Our Dust.

    But, assuming you are speaking about things such as hijacking, those arent just halo 3 or 2 things...those are halo things. That has become very much a part of halo's gameplay.

    I do agree with you however, but its not just that its halo 3.

  6. #1866
    Senior Member Hunter's Avatar
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    Re: Pardon Our Dust.

    I think people relate to Halo 3 because it looks good, although it is not always exactly like Halo 3, but moded a bit.

  7. #1867
    lol modacity Timo's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by CodeBrain View Post
    What Pooky is suggesting is that CMT would put a skull in each map, and when they are found they activate a script in the UI. Then the UI would activate the "skull menu" and place the picked up skull. (Something among those lines)

    I recall CMT saying that they wouldnt put skulls on their maps, since of either not wanting to or UI issues.

    Since now l28 from Halomaps is on CMT due to him knowing UI very well (See his RED UI), I believe it COULD be possible.
    From what I know, you'd need to be able to reference a script when a widget is opened, in order to have this happen. But since you can't create new scripts after the map is compiled, it wouldn't be possible.

  8. #1868
    and Masterz1337 too! Advancebo's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by Hunter View Post
    I think people relate to Halo 3 because it looks good, although it is not always exactly like Halo 3, but moded a bit.
    You cant "mod" Halo 3.

  9. #1869

    Re: Pardon Our Dust.

    Quote Originally Posted by Timo View Post
    From what I know, you'd need to be able to reference a script when a widget is opened, in order to have this happen. But since you can't create new scripts after the map is compiled, it wouldn't be possible.
    Yes, that is the case.

    But what IF HYPOTHETICALLY (I say the term lightly) the scripts were already made? In the A30 script, for example, you could add the skull script there, and proceed to activate a widget. Then the UI script would "sleep" until the skull widget was activated, and proceed to run a script of it's own.

    I am guessing that is not how it goes though.

  10. #1870
    lol modacity Timo's Avatar
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    Re: Pardon Our Dust.

    I *think* you can have a script check for something, and if it comes up true, it will run a widget. I've never really played around with scripts in widgets, but that might work. However, as soon as the player leaves the game the script would reset, so it'd work like Halo 2 skulls, not Halo 3.

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