
[Halo 2] Entity Alpha 1
- TheTyckoMan
- Posts: 854
- Joined: Fri Apr 02, 2004 11:22 am
- Location: Tea co not Tie co...
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check the ifp, maybe use the ifp checker, if that doesn't turn up anything try looking through it manually. The problem is probably in hlmt, maybe mode, or it could be some other random tag. If all the ifps are perfect then idk what it is, but check there firstDoorM4n wrote:Is it just me or do somethings not transfer over properly? I transfered a mach from a fresh sp map and it froze my map? Any reason why?

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I have this IFP too. My problem is I don't know where exactly these are supposed to go. Anyone care to tell me please?The Flying Dutchmen wrote:alright im enjoying my entity it really got me going again... sound injection work perfect , BSP viewer works perfect. although the camera speed is little weird, i think for the spawnpoint you should setup other keys for speeding them up... then the camera doesnt get slowed down..
also it might be a good idea to make the CTF & Initial respawns also move-able in the BSP viewer... it's a important thing for keeping the gameplay intact, like ANTIrespawns for CTF games and stuff.. i got this insolence plugin that allows you to move several spawns .. these:
-unsuitable_respawn
-terries_anti_spawn
-ctf_bravo_nospawn
-ctf_alpha_nospawn
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- Posts: 729
- Joined: Thu Dec 08, 2005 3:06 am
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unsuitable respawn are places that doesnt allow to spawn anyone, if someone is in this particular area.... like the 2 ledges on gemini where u teleport to, those ledges got both spawnpoint AND antispawn, so people dont spawn behind you when u stand on the ledge.. if you go away, there is no antispawn anymore and people can spawn there again
terries anti spawn,.. is territory antispawn
CTF_bravo.. is the spawn so red team doesnt spawn near the blue team base... its a particular area where the red guys get spawned..
same for CTF_alpha.. its a area where team blue spawns
if you make BSP conversion.. you better do this or the gameplay will be messed up... be VERY precise , or else the gameplay will be messed up as well if you let it spawn improper
terries anti spawn,.. is territory antispawn
CTF_bravo.. is the spawn so red team doesnt spawn near the blue team base... its a particular area where the red guys get spawned..
same for CTF_alpha.. its a area where team blue spawns

if you make BSP conversion.. you better do this or the gameplay will be messed up... be VERY precise , or else the gameplay will be messed up as well if you let it spawn improper
Maybe we should make the unsuitable respawn actually work, so we dont get spawn camped.The Flying Dutchmen wrote:unsuitable respawn are places that doesnt allow to spawn anyone, if someone is in this particular area.... like the 2 ledges on gemini where u teleport to, those ledges got both spawnpoint AND antispawn, so people dont spawn behind you when u stand on the ledge.. if you go away, there is no antispawn anymore and people can spawn there again
Seriously. There is nothing more I hate than to be continuously spawn killed on CTF on maps like Burial Mounds and Warlock.Dojorkan wrote:Maybe we should make the unsuitable respawn actually work, so we dont get spawn camped.The Flying Dutchmen wrote:unsuitable respawn are places that doesnt allow to spawn anyone, if someone is in this particular area.... like the 2 ledges on gemini where u teleport to, those ledges got both spawnpoint AND antispawn, so people dont spawn behind you when u stand on the ledge.. if you go away, there is no antispawn anymore and people can spawn there again
Back on topic: the sound injection works beautifully. Sounds work 90% of the time, rather than 2% with Dark Matter.
Halo 3 ruined everything..
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- Posts: 467
- Joined: Sat Mar 19, 2005 7:59 pm
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.64 IS DONE!!! YEAHH!!!!!!!
Wait... wrong website/subject... /me shakes zdoom out of head**
This tool's BSP viewer/spawn changer has better control schemes than dark matter and is actually like you're flying through the map right?
Wait... again... where do me gets this elusive latest version of Microsoft .NET framework?
Wait... wrong website/subject... /me shakes zdoom out of head**
This tool's BSP viewer/spawn changer has better control schemes than dark matter and is actually like you're flying through the map right?
Wait... again... where do me gets this elusive latest version of Microsoft .NET framework?
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- kornkidcrazy
- Posts: 1032
- Joined: Sun Aug 21, 2005 10:48 am
- Location: In My Cave!!! Team: Halo GAMA
- Contact:
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-Item Buttons
Left Click=Select/Unselects Item
Up Arrow=Item Moves Forward
Down Arrow=Item Moves Backwards
Left Arrpw=Item Moves Left
Right Arrow=Item Moves Right
PG UP=Item Rises
PG Down=Item Lowers
Left Click(hold) + shift + move mouse=Tilts Item North/South
Left Click(hold) + ctrl + move mouse=Tilts Item Rotates Object
Left Click(hold) + alt + move mouse=Tilts Item East/West
Increase camera speed + (plus sign)
Decrease camera speed - (minus sign)
-Hold control, shift, or alt and use the left mouse button will rotate selected object.
-Select more then one object at a time try click the box not the object.
-Enity can move over 'most' sounds to other maps.
-Enity is not designed for MP to SP you may try but good luck!

nope bsp master has a flip option but if you try to spawn you fall right through the map (its thought that collision is one sided)Juniorman030790 wrote:Is there a way to rotate the angle at which a bsp spawns so that a map would be playable sideways or upside down?
If so... how?

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I get this error when I try to open up a mod that I've been working. Not sure if this log will be any use, but here it is-
Code: Select all
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Non-negative number required.
Parameter name: count
at System.IO.BinaryReader.ReadChars(Int32 count)
at entity.FileNamesInfo..ctor(BinaryReader& BR, Map map)
at entity.Map..ctor(String path)
at entity.MapForm..ctor(String path)
at entity.Form1.openmapmenu_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItem.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Command.DispatchID(Int32 id)
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
entity
Assembly Version: 1.0.2311.435
Win32 Version: 1.0.2311.435
CodeBase: file:///C:/Documents%20and%20Settings/jayc.I99B95PF/Desktop/XBOX/Mods/Tools/Entity%20Alpha%201/entity.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Documents%20and%20Settings/jayc.I99B95PF/Desktop/XBOX/Mods/Tools/Entity%20Alpha%201/Microsoft.DirectX.DLL
----------------------------------------
Microsoft.DirectX.Direct3D
Assembly Version: 1.0.2902.0
Win32 Version: 9.05.132.0000
CodeBase: file:///C:/Documents%20and%20Settings/jayc.I99B95PF/Desktop/XBOX/Mods/Tools/Entity%20Alpha%201/Microsoft.DirectX.Direct3D.DLL
----------------------------------------
Microsoft.DirectX.Direct3DX
Assembly Version: 1.0.2903.0
Win32 Version: 9.04.91.0000
CodeBase: file:///C:/Documents%20and%20Settings/jayc.I99B95PF/Desktop/XBOX/Mods/Tools/Entity%20Alpha%201/Microsoft.DirectX.Direct3DX.DLL
----------------------------------------
Microsoft.DirectX.DirectInput
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/Documents%20and%20Settings/jayc.I99B95PF/Desktop/XBOX/Mods/Tools/Entity%20Alpha%201/Microsoft.DirectX.DirectInput.DLL
----------------------------------------
Microsoft.VisualC
Assembly Version: 8.0.0.0
Win32 Version: 8.00.50727.42
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualC/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualC.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.42 (RTM.050727-4200)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.