Page 29 of 33 FirstFirst ... 19 27 28 29 30 31 ... LastLast
Results 281 to 290 of 322

Thread: HAC 2 Release

  1. #281
    Senior Member stunt_man's Avatar
    Join Date
    Jan 2007
    Posts
    248

    Re: HAC 2 Release

    Quote Originally Posted by Btcc22 View Post
    In the current version, no. In the next version, whenever it's released, yes.
    Would be great if you included a command to disable chat completely
    Reply With Quote

  2. #282
    Junior Member
    Join Date
    Sep 2015
    Posts
    2

    Re: HAC 2 Release

    Hey Btcc22, created an account just to ask if or when will Halo anticheat 2 get offline support? I keep getting "Update error! Invalid network address" when trying to boot Halo PC offline.
    Reply With Quote

  3. #283
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    Quote Originally Posted by Jaedog11 View Post
    Hey Btcc22, created an account just to ask if or when will Halo anticheat 2 get offline support? I keep getting "Update error! Invalid network address" when trying to boot Halo PC offline.
    Try this.
    Reply With Quote

  4. #284
    Junior Member
    Join Date
    Sep 2015
    Posts
    2

    Re: HAC 2 Release

    Thank you so much! I''ll make sure to bookmark this page in case for the future!
    Reply With Quote

  5. #285

    Re: HAC 2 Release

    Quote Originally Posted by Btcc22 View Post
    You should be able to just set the coords to 0.5, 0.5.
    I've tried experimenting with the coords, and I'm not certain which value does what. I'm hitting situations where messing with the values and removing keyframes causes absolutely nothing to appear on screen.

    "add_keyframe("h4_ani", x, y, z)"

    What do X Y and Z equate to?
    Last edited by t3h m00kz; September 29th, 2015 at 05:33 PM.
    Reply With Quote

  6. #286
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    Quote Originally Posted by t3h m00kz View Post
    "add_keyframe("h4_ani", x, y, z)"

    What do X Y and Z equate to?
    The name of the animation that the keyframe belongs to, the time (e.g. 1000 for 1 second into the animation), the value for the transform and the transform type.

    For example, from the Halo 4 script:
    Code:
    add_keyframe("h4_ani", 0, 2.0, 0)
    add_keyframe("h4_ani", 30, 2.0, 0)
    add_keyframe("h4_ani", 90, 1.0, 0)
    This animates the size of the medal over the first 90ms of the animation. It starts off at 200% size and stays that way for the first 30ms. It then shrinks to normal size (1.0) over the subsequent 60ms.

    The transform types are:
    Code:
    KEYFRAME_SCALE,        (0, does this X and Y at the same time)
    KEYFRAME_SCALE_X,     (1)
    KEYFRAME_SCALE_Y,     (2)
    KEYFRAME_ROTATION,   (3)
    KEYFRAME_OPACITY,     (4)
    KEYFRAME_RED,            (5)
    KEYFRAME_GREEN,         (6)
    KEYFRAME_BLUE,           (7)
    KEYFRAME_POSITION_X, (8)
    KEYFRAME_POSITION_Y  (9)
    };
    There are two other versions of add_keyframe that you'll see elsewhere in the other scripts that take more arguments.
    Code:
    add_keyframe(same, same, same, same, tween type)
    The tween type allows you to control the interpolation between keyframes and the accepted values are:
    Code:
    LINEAR,           (0)
    EASE_IN,         (1)
    EASE_OUT,      (2)
    EASE_IN_OUT   (3)
    If none of the provided tween types given you the animation that you want, you can provide your own bezier curve values. You can find a nice little tool over at http://cubic-bezier.com. Just mess around with the curve there, find something you like and then plug the values in.
    Code:
    add_keyframe(same, same, same, same, curve value #1, curve value #2, curve value #3, curve value #4)
    Reply With Quote

  7. #287

    Re: HAC 2 Release

    Surprisingly speedy reply. This system is far more intricate than I thought! All of this info is exactly what I was looking for, thanks so much for the clarification
    Reply With Quote

  8. #288
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: HAC 2 Release

    Quote Originally Posted by t3h m00kz View Post
    Surprisingly speedy reply. This system is far more intricate than I thought! All of this info is exactly what I was looking for, thanks so much for the clarification
    No problem. Let me know if it does/doesn't work out.
    Reply With Quote

  9. #289

    Re: HAC 2 Release

    Quick mockup. Lots of unnecessary lines.

    https://dl.dropboxusercontent.com/u/...arkers_1.0.zip

    I don't have HCE installed on my PC at home hilariously enough, but it functions!! Though my game exceptions every now and then... Not certain if it's caused by the pack or what

    Code:
    api_version = "1.0.0"
    
    
    --[[
    I did add a hacky way for you to add hms but I didn't enable it in the release version.
    Here's a test build with it enabled; rename it to hac.dll and drop it into your Halo folder.
    To use it, have your Lua script register for the 'HIT_DETECT' event. 
    
    
    If you want your hms to be animated, you'll have to use a spritesheet. Since I haven't documented that function anywhere, here's the signature:
    
    
    const std::string& name,
     bool loop,
     int rows,
     int columns,
     int fps, // framerate for playback
     int blanks, // number of blank frames at the end of the spritesheet
     int loopBegin // frame # to begin loop playback from
     
     There's an example of using them in the Halo 4 medal script.
     
    create_animation("blue_flash")
    add_keyframe("blue_flash", 0, 0.85, 4)
    add_keyframe("blue_flash", 0, 1.3, 0)
    add_keyframe("blue_flash", 150, 1.0, 0)
    create_sprite("blue_flash", "images/h4glowsprite.png", "blue_flash")
    sprite_properties("blue_flash", false, 1, 4, 30, 0, 0)
    ]]--
    
    
    function register_callbacks()
        create_animations()
        register_callback(cb['HIT_DETECT'], "hit_detect")
        --register_callback(cb['PLAYER_KILLS'], "player_kills")
     end  
     
     function display(message, name, sound, low_priority)
        low_priority = low_priority or false 
        hud_message(message)
        queue_audio(sound, low_priority)
        display_medal(name)
    end
     
     function hit_detect(event, killer, victim, player, timestamp)
         if(killer == player) then
    
    
            --if weapon has small ret
                --display("Hit!", "hm_Small", "audio/hm_default.wav")
     
            --if weapon has large ret
                display("Hit!", "hitmarker_small_medal", "audio/hm_default.wav")
        end
     end
     
     --[[function player_kills(event, killer, victim, player, timestamp)
        if(killer == player) then
            display("Kill!", "hitmarker_large_medal", "audio/hm_killshot.wav")
        end
     end]]--
     
    function create_animations ()
    
    
        create_animation("h4_ani")
        --add_keyframe("h4_ani", 0, 2.0, 0)
        --add_keyframe("h4_ani", 30, 2.0, 0)
        --add_keyframe("h4_ani", 60, 1.5, 0)
        ----add_keyframe("h4_ani", 90, 1.3, 0) --originally commented
        --add_keyframe("h4_ani", 90, 1.0, 0)
    
    
        --add_keyframe("h4_ani", 0, 0.2, 4)
        --add_keyframe("h4_ani", 30, 0.2, 4)
        --add_keyframe("h4_ani", 90, 0.75, 4)
        --add_keyframe("h4_ani", 1620, 0.75, 4)
        --add_keyframe("h4_ani", 1710, 0.0, 4)
        
        --add_keyframe("h4_ani", 1710, 0.5, 0.5)
        
        add_keyframe("h4_ani", 0, 0.49, 8)
        add_keyframe("h4_ani", 0, 0.52, 9)
        
        add_keyframe("h4_ani", 0, 1.5, 0)
        add_keyframe("h4_ani", 100, 2, 0)
        
        add_keyframe("h4_ani", 0, 1, 4)
    
    
        --Main animation
        
        create_animation("main")
        add_keyframe("main", 100, 1, 4)
        --add_keyframe("main", 0, 0.010, 8)
        --add_keyframe("main", 0, 0.49, 9)
        add_keyframe("main", 0, 1.0, 0)
        add_keyframe("main", 1710, 1.0, 0)
        
        --Slide animation
        
        --create_animation("slide")
        --add_keyframe("slide", 0, 0.0, 8)
        
        --HitMarker Large
        
        create_sprite("hitmarker_large", "images/hm_large.png", "h4_ani")
        create_medal("hitmarker_large_medal", "main")
        attach_sprite("hitmarker_large_medal", "hitmarker_large")
        --attach_sprite("hitmarker_large_medal", "blue_flash")
        --medal_slide_animation("hitmarker_large_medal", "slide")
        
        --HitMarker Small
        
        create_sprite("hitmarker_small", "images/hm_test2.png", "h4_ani")
        create_medal("hitmarker_small_medal", "main")
        attach_sprite("hitmarker_small_medal", "hitmarker_small")
        -- attach_sprite("hitmarker_small_medal", "blue_flash")
        -- medal_slide_animation("hitmarker_small_medal", "slide")
    
    
    end
    Last edited by t3h m00kz; September 29th, 2015 at 09:39 PM.
    Reply With Quote

  10. #290

    Re: HAC 2 Release

    Updated Hitmarkers. Got Kill Markers working!!! Cleaned up the code a ton

    I'm still running into occasional exceptions. Like one every two to four games. I wouldn't really feel safe releasing this to too many people in this state.. Uncertain if it's Optic or my script




    https://dl.dropboxusercontent.com/u/...markers1.1.zip

    NEED A DISPENSER HERE

    Code:
    api_version = "1.0.0"
    
    
    kills = 0;
    
    
    function register_callbacks()
        create_animations()
        register_callback(cb['HIT_DETECT'], "hit_detect")
        register_callback(cb['PLAYER_KILLS'], "player_kills")
     end  
     
     function display(message, name, sound, low_priority)
        low_priority = low_priority or false 
        hud_message(message)
        queue_audio(sound, low_priority)
        display_medal(name)
    end
     
     function hit_detect(event, killer, victim, player, timestamp)
         if(killer == player) then
            if(kills == 1) then
                display("Kill!", "killmarker_medal", "audio/hm_kill.wav")
                kills = 0;
            else
                display("Hit!", "hitmarker_medal", "audio/hm_hit.wav")
            end
        end
     end
     
     function player_kills(event, killer, victim, player, timestamp)
        if(killer == player) then
            kills = 1;
        end
     end
     
    function create_animations ()
    
    
        --Hitmarker Ani
        
        create_animation("hitmarker_ani")
        
        add_keyframe("hitmarker_ani", 0, 0.49, 8) -- x pos
        add_keyframe("hitmarker_ani", 0, 0.52, 9) -- y pos
        
        add_keyframe("hitmarker_ani", 0, 1.5, 0) -- scale
        add_keyframe("hitmarker_ani", 100, 2, 0) -- scale
        
        add_keyframe("hitmarker_ani", 0, 1, 4) -- opacity
    
    
        --Main Hitmarker
        
        create_animation("main_hitmarker")
    
    
        add_keyframe("main_hitmarker", 0, 1.0, 0) -- scale
        add_keyframe("main_hitmarker", 1710, 1.0, 0) -- scale
    
    
        add_keyframe("main_hitmarker", 100, 1, 4) -- opacity
        
        --HitMarker
        
        create_sprite("hitmarker", "images/hm_hit.png", "hitmarker_ani")
        create_medal("hitmarker_medal", "main_hitmarker")
        attach_sprite("hitmarker_medal", "hitmarker")
    
    
        --killmarker Ani
        
        create_animation("killmarker_ani")
        
        add_keyframe("killmarker_ani", 0, 0.49, 8) -- x pos
        add_keyframe("killmarker_ani", 0, 0.52, 9) -- y pos
        
        add_keyframe("killmarker_ani", 0, 1.5, 0) -- scale
        add_keyframe("killmarker_ani", 100, 2, 0) -- scale
        
        add_keyframe("killmarker_ani", 0, 1, 4) -- opacity
    
    
        --Main killmarker
        
        create_animation("main_killmarker")
    
    
        add_keyframe("main_killmarker", 0, 1.0, 0) -- scale
        add_keyframe("main_killmarker", 1710, 1.0, 0) -- scale
    
    
        add_keyframe("main_killmarker", 100, 1, 4) -- opacity
        
        --killMarker
        
        create_sprite("killmarker", "images/hm_kill.png", "killmarker_ani")
        create_medal("killmarker_medal", "main_killmarker")
        attach_sprite("killmarker_medal", "killmarker")
    end
    You like that shit Rent?

    E: Fixed video..

    E2: Pix
    Last edited by t3h m00kz; October 6th, 2015 at 11:26 AM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •