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Twinreaper

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Everything posted by Twinreaper

  1. As the title implies, I am posting this up for those who might want to see how some of the scripting for campaign works, and to see some of the dialog that is used, and unused in the campaign mission. It is a lengthy file and I will also provide a download link so you can grab it and view it off site as well. Enjoy everyone! beginai_placeload_squad_01load_squad_02load_squad_03load_squad_04sleepif=load_sideleftb_debug_forkprintload fork left...ai_vehicle_enter_immediateforkfork_p_lrightload fork right...fork_p_rdualload fork dual...anyload fork any...fork_pload_typelargevehicle_load_magicfork_lcai_vehicle_get_from_squadsmallfork_sc01fork_sc02fork_sc03opening fork...unit_opendrop_sidef_unload_fork_leftf_unload_fork_rightf_unload_fork_allclosing fork...unit_closebegin_randomvehicle_unloadfork_p_l1random_rangefork_p_l2fork_p_l3fork_p_l4fork_p_l5fork_p_l6fork_p_l7fork_p_l8fork_p_r1fork_p_r2fork_p_r3fork_p_r4fork_p_r5fork_p_r6fork_p_r7fork_p_r8small01small02small03objectives_clearchud_show_screen_objectivecampaign_hud_objcompleteplayer_getlist_countgame_difficulty_get_realeasynormalheroiclegendary<=b_debug_globalsreplenish player health...unit_set_current_vitalityplayer0player1player2player3>=game_coop_player_countorunit_in_vehicleunitobject_set_scalevehicle_variableobject_destroysquadai_cannot_dieobject_get_aivehicle_driverobject_cannot_dieobject_ignores_empvehicle_ridersvandai_living_countinf_squadvehicle_squadf_vehicle_rider_numberai_magically_see_objectsleep_until>player_count<object_get_healthglobal health: health pack aquiredgame_saveglobal health: re-gengame_is_cooperativesound_impulse_startsfx_hud_incinematic_set_chud_objectiveresume_titlegame_insertion_point_unlockinsertion_pointcinematic_skip_start_internalgame_save_cinematic_skipnotgame_savinggame_revertedcinematic_skip_stop_internalgame_revertswitch_zone_setzsleeping forever...sleep_foreversetb_cinematic_enteredcinematic_enter_prelower_weaponcinematic_tag_fade_out_from_gamecinematic_namecinematic_enter_postcinematic_transition_fade_out_from_gamecinematics\transitions\default_intra.cinematic_transitionai_disregardobject_cannot_take_damageplayer_control_fade_out_all_inputb_debug_cinematic_scriptslowering weapon slowly...unit_lower_weaponcampaign_metagame_time_pausechud_cinematic_fadehiding players...object_hideplayer_enable_inputplayer_disable_movementcamera control oncamera_controlcinematic_startcinematic_exit_preweapon_starts_loweredcinematic_tag_fade_in_to_gamecinematic_exit_postcinematic_transition_fade_in_to_gamecinematic_exit_post_titlecinematic_stopsnapping weapon to lowered state...unit_raise_weaponplayer_control_unlock_gazecinematic_show_letterboxraising player weapons slowly...player_control_fade_in_all_inputobject_can_take_damagefade_outdesigner_fade_infade_from_blackfade_typefading from black...fade_infade_from_whitefading from white...snap_from_blacksnapping from black...snap_from_whitesnapping from white...no_fadechud_show_crosshairperformance_play_line_by_id+performance_get_last_played_line_indexperformance_get_line_countgame_woncinematic_entercinematic_skip_startf_start_mission: cinematic_skip_start is true... starting cinematic...cinematic_show_letterbox_immediatecinematic_run_script_by_namecinematic_skip_stopf_play_cinematic: calling cinematic_entercinematic_zone_setf_play_cinematic: playing cinematic...cinematic_skip_stop_load_zonezone_to_load_when_donef_play_cinematic: done with cinematic. resetting audio levels...sound_suppress_ambience_update_on_revertai_erase_allgarbage_collect_nowplay outro cinematic...data_mine_set_mission_segmentmission_startsfx_a_buttonplayer_shortsfx_b_buttonsfx_hud_outsfx_tutorial_completeplayer_to_trainchud_show_cinematic_titledisplay_titlef_hud_training_foreverunit_action_test_resetf_sfx_hud_tutorial_completef_hud_training_clearf_tutorial_beginplayer_variableunit_action_test_grenade_triggerf_tutorial_endunit_action_test_rotate_weaponsunit_action_test_primary_triggerunit_action_test_look_relative_all_directionsunit_action_test_move_relative_all_directionsunit_action_test_vehicle_trick_secondarychud_show_screen_trainingplayer_numstring_hudchud_set_static_hs_variablechud_clear_hs_variablepplayer_is_in_gameplayer_action_test_resetbutton_pressprimary_triggergrenade_triggerequipmentunit_action_test_equipmentmeleeunit_action_test_meleejumpunit_action_test_jumprotate_grenadesunit_action_test_rotate_grenadesrotate_weaponscontext_primaryunit_action_test_context_primaryvision_triggerunit_action_test_vision_triggerplayer_night_vision_onbackunit_action_test_backvehicle_trickunit_action_test_vehicle_trick_primaryf_hud_start_menu_objstring_startobjectives_set_stringreferenceobjectives_show_stringchud_show_screen_chapter_titlechud_fade_chapter_title_for_playerobjects_can_see_objecthud_object_highlightobject_createchud_debug_highlight_object_color_redchud_debug_highlight_object_color_greenchud_debug_highlight_object_color_bluef_hud_flash_singlechud_debug_highlight_objectchud_track_objectobjsfx_blipicon_disappear_timefinal_delaychud_track_flagfchud_track_flag_with_prioritytypef_blip_flag_forever is going away. please use f_blip_flagf_blip_flagblip_neutralizechud_track_object_with_prioritychud_track_object_set_vertical_offsetoffsetf_blip_object_forever is going away. please use f_blip_objectb_blip_list_lockeds_blip_list_indexl_blip_listai_actorsgrouplist_getf_blip_objectblip_typef_blip_object_offsetf_blip_ai_forever is going away. please use f_blip_aif_blip_aif_blip_ai_until_dead will be rolled into the new f_blip_ai command. consider using that instead.f_blip_ai_forevercharai_get_objectf_unblip_aif_unblip_objecttitleobjects_distance_to_objectgundistblip onblip_ordnanceobject_get_at_restdist2blip offspartanmax_distspartan_hudtimepostdelayf_callout_atomactorsf_callout_objectf_callout_object_fastb_is_dialogue_playingcharacters_md_play_timeai_play_linelinedelaythis actor does not exist to play f_md_ai_playai_play_line_on_object-cutoff_timedialog script aborted!ai_dialogue_enablef_md_abortsound_impulse_language_timeai_spawn_countcountai_task_counttaskai_get_squadai_objdebug_instanced_geometrydebug_objects_collision_modelsdebug_objects_physics_modelsdebug_objects_bounding_spheresdebug_objects_cookie_cuttersdebug_objectsdebug_instanced_geometry_collision_geometrydebug_instanced_geometry_cookie_cutterscollision_debugcollision_debug_flag_ignore_invisible_surfacesbranch exitbranch killcs_enable_targetingcs_enable_lookingbring forward: spartanai_bring_forwardgroup_cartergroup_katgroup_jungroup_emilegroup_jorgem10 go!ai_allegiancehumanplayerplayer_set_profileprofile_coop_respawnsoft_ceiling_enablesoft_ceiling_010kill_volume_disablekill_tv_outpostkill_tv_outpost_extwakeachievment01_startobject_controlceiling_controlf_global_health_savesm10_weapon_trainingzone_set_trigger_volume_enablezone_set:zoneset_1stbowlbegin_zone_set:zoneset_outpost_interioreditor_modestartg_insertion_index1stbowl_startvolume_test_playersvol_barn_startbarn_startcurrent_zone_set_fully_activemeadow_starttv_3kiva_start3kiva_startoutpost_ext_startoutpost_int_startstart!game_insertion_point_getins_1stbowlins_barnins_meadowins_3kivains_outpost_extins_outpost_intins_blankeditor_cinematicsstarting intro cinematic!f_start_mission010la_outpost1st bowl startpre-loading 1stbowl zoneset in scriptzoneset_insertprepare_to_switch_to_zone_setzoneset_1stbowlplacing spartansspartan_carterspartan_katspartan_junspartan_emileobj_carterai_get_unitobj_katobj_junobj_emileplacing jorgespartan_jorgeobj_jorgecoop: not placing jorge1stbowl_coop_spartansgroup_spartansmd_1stbowl_hoverintro_falcons_startrain_startobj_starthud_enable_trainingcinematic_exitmusic_1stbowlprimary_objective_1_1game_save_immediateg_1stbowl_obj_controlplayer dropoffany_players_in_vehicle1stbowl_zoneset_controlchapter_01_startchud_show_motion_sensormd_1stbowl_ordersmd_1stbowl_next_structuremd_1stbowl_housemd_1stbowl_stand_down011stbowl_kiva_startwitnesses_starthud_barn_startbowl_birds_start1stbowl_wildlife_startgame_difficulty_get1stbowl_elite_starttv_1stbowl_gasbring_spartans_forwardtv_1stbowl_part2beacon_donewarthog_doneg_music02thespian_performance_kill_by_aitv_1stbowl_cliffsidetv_first_bowl_endzoneset_barncoop: placing jorgespartan_jorge/witnessesintro_falcon_02falcon_p_l1_wpnf_ai_place_vehicle_deathless_no_empintro_falcon_01object_set_cinematic_function_variableprop_controlflyingobjects_attachdm_falcon01_startdm_falcon02_startintro_falcon01_anim_startintro_falcon02_anim_startsound_1stbowl_falconsintro_falcons_setup_startf_set_falcon_interaction_falsethespian_performance_setup_and_begincarter_falcon_introkat_falcon_introemile_falcon_introfalcon_p_r1_wpnunit_enter_vehicle_immediatefalcon_p_l1falcon_p_l2falcon_p_r2intro_falcon01_dropoff_startintro_falcon02_dropoff_startdevice_set_position_trackm10_insert_dropoff_a_leomardevice_animate_positionplayer_camera_controllookat_carterplayer_control_lock_gazepts_1stbowl/lookat_carterdevice_get_positionlookat_outpostpts_1stbowl/lookat_outpostmd_1stbowl_unloadct_training_exit_startintro_falcon01_exit_startplayer has exitedobjects_detachobject_set_velocitycs_run_command_scriptf_ai_get_vehicle_drivercs_intro_falconsobject_clear_cinematic_function_variablecs_fly_bypts_1stbowl/air_support00acs_facepts_1stbowl/air_support00_facecs_vehicle_speedpts_1stbowl/air_support00bpts_1stbowl/air_support00cpts_1stbowl/air_support00dpts_1stbowl/air_support00em10_insert_dropoff_b_leomaranim: falcon02_dropoffintro_falcon02_exit_startcs_intro_falcons_02pts_1stbowl/air_support01pts_1stbowl/air_support02pts_1stbowl/air_support02_facepts_1stbowl/air_support03pts_1stbowl/air_support04tv_1stbowl_witnessesai_vehicle_reserve_seatpts_1stbowl/air_support05pts_1stbowl/air_support06f_vehicle_scale_destroyai_vehicle_getai_current_actorf_set_falcon_interaction_exitfalcon_p_bench_wpnfalcon_p_r1falcon_p_benchunit_exit_vehicleai_reset_objectiveobj_1stbowl_humvehicle_set_player_interactionfalcon_d1stbowl_moah01ai_disposablecs_abort_on_damagetv_1stbowl_wildlifesound\characters\ambient_life\moa\moa_call_long_biggercs_go_tops_1stbowl_moahs/p0ps_1stbowl_moahs/p1md_1stbowl_civ_heatmd_1stbowl_witnesseshud_witnessescs_falcon01_witnesses1stbowl_witnesses_dad1stbowl_witnesses_familygroup_civiliansvolume_test_objectswitnesses_emile_teleportthespian_performance_activatethes_witnessessc_emile_teleport_testcs_emile_witnesses_teleportcs_teleportps_vigs_witnesses/emile_teleportps_vigs_witnesses/emile_teleport_faceobj_1stbowl_civg_barn_obj_controlplayer killsscream!device_set_positiondm_kiva01_doorai_allegiance_breakmd_1stbowl_sprintsc_hud_barn01f_hud_flash_objectsc_hud_barn01_highlightblip_defaultsc_1stbowl_truckflock_createflocks_bowl_birdsflocks_bowl_birds02flocks_bowl_birds_skirmcurrent_zone_setflock_deletevol_1stbowl_kiva01tv_1stbowl_adv011stbowl_eliteterminal_m10_10backpackunit_killai_set_active_camopts_1stbowl/elite_excape01pts_1stbowl/elite_excape02pts_1stbowl/elite_excape03ai_erase1stbowl_skirmscs_queue_command_scriptcs_1stbowl_skirm_q01pts_1stbowl/skirm_excape01pts_barn/skirm_excape02skirmisher_reportbarn startbarn_skirm_init_startbarn_skirm_initai_set_objectiveobj_barn_hummusic_barnbarn_bodies_doorbarn_combatct_training_melee_startmd_barn_windowvol_barn_courtyardtv_barn_maintv_barn_window_viewtv_barn_training_grenadesmd_barn_skirm_grenadesobj_barn_covct_training_grenades_startvol_meadow_start02barn_health_hudbarn_skirm01barn_grunts01barn_grunts02barn_grunts03sleep_cstv_barn_bloodtrail03barn_falcon_startmeadow_banshees_startobjects_can_see_flagfl_barn_skirm_init02tv_barn_combat02barn combat triggeredbarn_skirm02cs_barn_skirmsvig_barn_callmd_barn_contactabort barn covabort_csvol_barn_lower01barn_grunts_sideflankvol_meadow_startcs_enable_movingskirm shootingmd_meadow_bansheesmeadow_bansheesai_set_targeting_groupcs_vehicle_boostai_prefer_target_aics banshees: boost donecs_shoot_secondary_triggertv_barn01_endsound\characters\skirmisher\skirmisher_rooftopsc_sound_barn_skirmmd_motion_trackercs_barn_skirm_initcs_enable_pathfinding_failsafepts_barn/court_skirm01apts_barn/court_skirm01bcs_walkpts_barn/spartan01cs_lookpts_barn/bloodtrailpts_barn/spartan02pts_barn/spartan03cs_go_to_and_facepts_barn/spartan02_facepts_barn/barn_lowereq_barn_grenwp_callout_grenbarn health hud: disableddc_barn_healthwp_callout_healthdevice_set_powerdm_barn_door01volume_test_objecttv_barn_falcon_failsafebarn falcon failsafe!!! file bug!intro_falcon_01/barnobject_teleport_to_ai_pointps_air_meadow/falcon_barn_entrybarn falcon arrivedcs_falcon01_barn_combatcs_falcon01_barn_combat_donepts_1stbowl/air_support00fcs_fly_to_and_facepts_1stbowl/air_support00gpts_1stbowl/air_support00_facebpts_1stbowl/air_support00hcs_falcon01_barnpts_1stbowl/air_support00ipts_1stbowl/air_support00jpts_1stbowl/air_support00kps_air_meadow/falcon_buzz01ps_air_meadow/falcon_buzz_faceps_air_meadow/falcon_buzz02cs_shoot_pointps_air_meadow/falcon_shootps_air_meadow/falcon_shoot02ps_air_meadow/meadow_drop02ps_air_meadow/falcon_circle01dps_air_meadow/falcon_circle01aps_air_meadow/falcon_circle01bps_air_meadow/falcon_circle01cmeadow startmeadow_cov_air_startmeadow_falcon_startmeadow_evacmeadow_coop_jorgemeadow_back_setupmeadow_waypointsmusic_meadowmeadow_moah01group_wildlifemeadow_skirms01obj_meadow_covobj_meadow_humvol_meadow_halfwayvol_meadow_exitmeadow_cov_elitesmeadow_cov_elites02meadow_cov_elites03meadow_cov_elite_goldmeadow_forkcov in part1obj_meadow_cov/gate_meadow_frontcov dead in part1md_meadow02obj_barn_cov/overlook_fallback02meadow_fork/driver01ai_magically_seemd_meadow_dropshiptv_meadow_adv01sc_meadow_coop_jorgeps_meadow/coop_jorgeobj_airsupport_humvol_meadow_quartwayfork and falcon falling backcs_meadow_fork_fallbackcs_meadow_fork_exitcs_falcon01_meadowfork exiting and falcon ready to assistfalcon assistingobj_meadow_cov/meadow_elitetv_3kiva_start02falcon leavingcs_falcon01_meadow_exitps_air_meadow/meadow_face02ps_air_meadow/falcon_circle02aps_air_meadow/falcon_circle02bps_air_meadow/falcon_circle02cps_air_meadow/falcon_3kiva_startmeadow_falcon02ps_air_meadow/falcon_goto01cs_fly_tops_air_meadow/falcon_hover01ps_air_meadow/falcon_land01ps_air_meadow/falcon_land_faceai_vehicle_entermeadow_falcon_loadedcs_meadow_falcon_evac_exitfalcon02 heading to outpostps_air_meadow/falcon_exit01ps_air_meadow/falcon_exit02ps_air_meadow/falcon_exit03vehicle_test_seatf_load_forkmeadow_cov03meadow_cov01meadow_cov02ps_air_meadow/meadow_drop03ps_air_meadow/meadow_facef_unload_forkps_air_meadow/meadow_drop06meadow_cov_back01meadow_cov_back_lmeadow_cov_back02ps_air_meadow/meadow_drop04ps_air_meadow/meadow_drop05ps_air_meadow/meadow_exit01ps_air_meadow/meadow_exit02branchhud_unblip_allb_waypoint_timesc_hud_meadow_waypoint013kiva_waypoints3kiva_troopers_bsp_start3kiva_locationct_training_enterexit_startv_3kiva_pickup_init02v_3kiva_pickup_leftps_3kiva/4player_pickup3kiva_coop_testchapter_02_startmusic_3kivamd_3kiva_start3kiva_drivercs_3kiva_falcon01tv_3kiva_falcon_failsafe3kiva_falcon_failsafe3kiva falcon arrivedobj_3kiva_hum3kiva_moah013kiva_perimeter_cov013kiva_perimeter_cov023kiva_wildlifetv_3kiva_pickupv_3kiva_pickup_initwarthog_ppickup_gvol_3kiva_1bsp3kiva_forktv_3kiva_meadow3kiva_falcon_start_failsafe3kiva_bob3kiva01_cov_start3kiva02_cov_start3kiva03_cov_start3kiva_perimeter_cov033kiva_perimeter_cov043kiva_carter_catchup01_start3kiva_carter_catchup02_start3kiva_troopers_spotedrain_3kiva_defend_start3kiva_troopers_found3kiva_falcon_ecav_start3kiva_donetv_cliffside_startgroup_3kiva_cov3kiva falcon failsafe!!! file bug!intro_falcon_01/3kivavol_3kiva01_approach02kiva01 start3kiva01_visited3kiva_objective_count3kiva01_hud3kiva01c_elite3kiva01c_grunts013kiva01c_grunts02obj_3kiva01c_cov3kiva01_donemd_3kiva_kiva01_done3kiva_troopers_bspvol_3kiva02_approach013kiva02_visitedkiva02 cov start3kiva_hog_cov02a3kiva_hog_cov02b3kiva_hog_cov02cg_music03group_3kiva02_hog_covkiva02 hog done3kiva02_donevol_3kiva03_approach013kiva03_visitedkiva03 cov start3kiva_hog_cov03a3kiva_hog_cov03b3kiva_hog_cov03cgroup_3kiva03_hog_covkiva03 hog done3kiva03_donebegin_zone_set:zoneset_barn_outro:2ps_3kiva/coop_testtv_3kiva_wildlife02flocks_3kiva_init_birds01flocks_3kiva_birds01flocks_3kiva_birds02flocks_3kiva_birds03flocks_3kiva_birds043kiva_moah03tv_3kiva_wildlife033kiva_moah02g_wildlife_controltv_3kiva_wildlife01ai_player_get_vehicle_squadplayers_vehiclebranch_killplayers_vehicle_has_driverv_hog_controlhog has drivertv_3kiva_pickup_startcs_pickup_3kiva_starthog has no drivercs_abort_on_vehicle_exitcs_ignore_obstaclesps_pickup_3kiva/p0ps_pickup_3kiva/p1ps_pickup_3kiva/p2spartan_driving_pickupplayer_driving_pickupspartan_in_pickupvol_3kiva02_approach02vol_3kiva03_approach02vehicle_test_seat_unitwarthog_dv_3kiva_pickup_kiva02v_3kiva_pickup_kiva03vehicle_test_seat_unit_listmd_trooper_distress_attackmd_3kiva_troopers_spoted3kiva_defend_blipvol_3kiva_2bspvol_3kiva_3bsp3kiva_troopers_bsp23kiva_troopers_bsp3troopers in bsp 23kiva_troopers_bsp02cr_3kiva_hogsite023kiva_trooper_crashsite_arrival02object_create_folderw_crashsite02e_crashsite023kiva_dmr_blipai_renewgroup_3kiva01_covgroup_3kiva03_cov3kiva_fork_squad013kiva_final_bsp23kiva_troopers_bsp03cr_3kiva_hogsite033kiva_trooper_crashsite_arrival03w_crashsite03e_crashsite033kiva_final_bsp3tv_3kiva_jun02player spotted troopers in bsp 2player located troopers in bsp 2obj_3kiva02_spartanstv_3kiva_jun03player spotted troopers in bsp 3player located troopers in bsp 3obj_3kiva03_spartans3kiva_unblip_defendsc_hud_3kiva02_defendsc_hud_3kiva03_defendtroopersg_ui_obj_controldefend_objectblip_defendf_blip_weaponw_3kiva02_dmrw_3kiva03_dmrg_3kiva_obj_control3kiva02_fork3kiva02_fork/driver013kiva02_fork023kiva02_fork02/driver01group_3kiva_final02_forksobj_3kiva02_covai_killgroup_3kiva02_cov3kiva done3kiva03_fork3kiva03_fork/driver013kiva03_fork023kiva03_fork02/driver01group_3kiva_final03_forksobj_3kiva03_covps_air_3kiva_fork/3kiva02_drop01aps_air_3kiva_fork/3kiva02_drop01b02ps_air_3kiva_fork/3kiva02_face013kiva02_cov_drop01a3kiva02_cov_drop01b3kiva02_cov_drop01cps_air_3kiva_fork/3kiva02_exit01ps_air_3kiva_fork/3kiva02_drop02aps_air_3kiva_fork/3kiva02_drop02bps_air_3kiva_fork/3kiva02_drop02cps_air_3kiva_fork/3kiva02_drop02_face3kiva02_cov_drop02a3kiva02_cov_drop02b3kiva02_cov_drop02cps_air_3kiva_fork/3kiva03_drop01aps_air_3kiva_fork/3kiva03_drop01bps_air_3kiva_fork/3kiva03_drop01cps_air_3kiva_fork/3kiva03_face013kiva03_cov_drop01a3kiva03_cov_drop01b3kiva03_cov_drop01cps_air_3kiva_fork/3kiva03_drop01dps_air_3kiva_fork/3kiva03_exit01aps_air_3kiva_fork/3kiva03_exit01b3kiva03_cov_drop02c3kiva03_cov_drop02b3kiva03_cov_drop02atv_3kiva_beginning3kiva_bspcarter is lost3kiva_jun_bspcarter is getting vehicle3kiva waypointssc_hud_3kiva013kiva waypoints: phase 1: player has found 3kiva space3kiva_blip_next_objectiveelse: player doesn't need waypoint help3kiva waypoints: phase 2: one objective found3kiva waypoints: phase 3: troopers are placedblip_hostile_vehicle3kiva waypoints: doneblip next objmd_3kiva_waypoint_kiva01md_3kiva_waypoint_kiva02md_3kiva_waypoint_kiva03ps_3kiva_banshee/3kiva02ps_3kiva_banshee/3kiva03ps_air_3kiva_fork/3kiva_drop01acs_kiva_fork_02cs_kiva_fork_03fork flying to kiva02ai_get_turret_aics_kiva_fork_02_shootfork flying to kiva03ps_air_3kiva_fork/3kiva_drop05aps_air_3kiva_fork/3kiva_drop03_shootcs_kiva_fork_03_shootps_air_3kiva_fork/3kiva_drop03aps_air_3kiva_fork/3kiva_drop04aps_air_3kiva_fork/3kiva03_drop02_faceps_air_3kiva_fork/3kiva_drop02_shoot3kiva start falcon failsafe!!! file bug!ps_air_3kiva_falcon/start01ps_air_3kiva_falcon/start02ps_air_3kiva_falcon/start03ps_air_3kiva_falcon/kiva01ps_air_3kiva_falcon/kiva02ps_air_3kiva_falcon/kiva03cs_3kiva_falcon_circle02cs_3kiva_falcon_circle033kiva_falcon_ecav_jun3kiva_falcon02_startadd_recycling_volumetv_recycle_evac02tv_recycle_evac033kiva_falcon_evac_failsafecs_3kiva_falcon_evac02cs_3kiva_falcon_evac033kiva_falcon_ecav_setuprain_3kiva_evac_startloading playersload_player_into_falcongame_safe_to_respawnspartans in 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startspartan_kat/outpostspartan_emile/outpostkat_outpost_waypointemile_outpost_waypointoutpost_extinit_grunts01outpost_extinit_jacks01outpost_extinit_jacks02group_outpost_ext_covmusic_outpost_extdevice_set_position_immediatedm_outpost_door01v_outpost_civ01object_dynamic_simulation_disablev_outpost_civ02ai_vehicle_reserveobj_outpost_ext_covtv_outpost_ext_controlmd_outpost_ext01outpost_fork_startdm_outpost_blastdoorkill_volume_enablevig_outpost_rallychapter_03_startzoneset_outpost_interiorobj_outpost_int_humoutpost_carter_fallbackoutpost_kat_fallbackoutpost_emile_fallbackoutpost_jorge_fallbackoutpost_spartan_fallbackcs_outpost_spartan_fallbackpts_outpost_ext/spartan_fallbackoutpost_spartans_all_fallbackspartans in volume or timeoutvolume_test_players_allblastdoor:shuttingblastdoor:reopenmd_outpost_ext_fallback_bblastdoor:shuntcr_shunt_outpostdoorsound\levels\solo\m10\sound_scenery\blast_doors\blast_door_oneshot\blast_door_close_monosound\levels\solo\m10\sound_scenery\blast_doors\blast_door_oneshot\blast_door_close_surrsound_looping_stopsound\levels\solo\m10\sound_scenery\blast_doors\blast_door_loop\blast_door_loopdoor:poweroffoutpost_forkoutpost_fork02outpost_fork03md_outpost_ext_fallbackoutpost_blastdoor_startoutpost_bansheesoutpost_ext_cov01outpost_ext_grunts01pts_outpost_ext/fork_entry01aapts_outpost_ext/fork_entry01abegin_random_countpts_outpost_ext/fork_entry01bpts_outpost_ext/face01pts_outpost_ext/face02cs_outpost_fork_exitoutpost_ext_jacks02outpost_ext_cov02outpost_ext_skirms02outpost_ext_grunts02outpost_ext_skirms03outpost_ext_grunts03outpost_ext_jacks03outpost_ext_cov03_legendaryoutpost_ext_cov03pts_outpost_ext/fork_hover01ps_outpost_banshees/p0ps_outpost_banshees/p1ps_outpost_banshees/p2ps_outpost_banshees/p3ps_outpost_banshees/p4pts_outpost_ext/fork_exit01apts_outpost_ext/fork_exit01benc:outpost_exteriorvol_outpost_ext_exitg_outpost_int_obj_controloutpost_hud_body_startoutpost_int_troopervig_outpost_troopermd_outpost_nightvisionoutpost_concussion_trainingtraining_healthdm_outpost_door03tv_body_search010lc_bodysearchobject_destroy_foldercr_outpost_extv_outpost_ext_forkliftsc_sorvadsc_sorvads_blooddm_outpost_door02cinematic: 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cs goobject_get_shieldobj_outpost_int_cov/gate_frontdm_server04dm_server02dm_server03dm_server06dm_server07dm_server11dm_server13real_random_rangedm_server10dm_server01dm_server05dm_server08dm_server09dm_server12dm_server14dm_server15dm_server16bob_will_run_from_playercs_enable_dialoguespecial elite spottedspecial failobject_get_recent_shield_damagebobobject_get_recent_body_damagevol_recycle_barnrecycle_barn_lite_gorecycle_barn_govol_recycle_meadowrecycle_meadow_lite_gorecycle_meadow_govol_recycle_3kivarecycle_3kiva_lite_gorecycle_3kiva_govol_recycle_3kiva01recycle_3kiva01_lite_gorecycle_3kiva01_govol_recycle_3kiva02recycle_3kiva02_lite_gorecycle_3kiva02_govol_recycle_3kiva03recycle_3kiva03_lite_gorecycle_3kiva03_govol_recycle_cliffsiderecycle_cliffside_lite_gorecycle_cliffside_govol_recycle_outpostrecycle_outpost_lite_gorecycle_outpost_goeditor_object_management(sleep_forever object_control)objects_destroy_allobjects_manage_0objects_manage_1objects_manage_2objects_manage_3objects_manage_4objects_manage_5objects_manage_6objects_manage_7objects_manage_8sc_windmills01no objects to destroysc_1stbowlcr_1stbowlsc_barncr_barnsetup_barn_bodiesno objects to createsc_3kivacr_3kivasc_windmills02sc_3kiva02cr_3kiva01cr_3kiva02cr_3kiva02_no3coopcr_3kiva03setup_3kiva_bodiessc_outpostcr_outpostv_outpostsc_outpost02sc_outpost03setup_outpost_bodiesdestroying all objectsbi_outpostscenery_animation_startsc_barn_deadmarine05objects\characters\marine\marinedeath_pose_2:idle:var1sc_barn_deadmarine01deadbody_02sc_barn_deadmarine03deadbody_09sc_barn_deadciv01deadbody_01sc_barn_deadciv02sc_barn_deadciv03deadbody_03sc_barn_deadciv04objects\characters\civilian_female\civilian_femalesc_barn_deadciv05sc_barn_deadciv06sc_3kiva_deadciv01asc_3kiva_deadciv01bsc_3kiva_deadciv01csc_3kiva_deadciv02asc_3kiva_deadciv03asc_3kiva_deadciv03bsc_3kiva_deadciv03csc_3kiva_deadmarine01deadbody_11sc_3kiva_deadmarine02deadbody_14sc_3kiva_deadmarine03deadbody_15sc_outpost_deadmarine01deadbody_04sc_outpost_deadmarine02deadbody_08sc_outpost_deadmarine03deadbody_06sc_outpost_deadmarine04deadbody_07weather_animate_forcelight_rain_farlight_rainrain_barn_startheavy_raintv_barn_bloodtrail02offtv_weather03rain_3kiva_startcarter: shoot-down attempts are likely, so keep your distance.f_md_ai_playm10_0080pilot2: yes sir!f_md_object_playm10_1890carter: let’s stay focused. watch your sectors...m10_0420hud_outpost_starttraining_look_startjorge: there’s the communications outpost.m10_0010kat: reading a distress beacon.m10_0020hud_beacon_startb_training_look_donesc_beacon_nav02carter: could be the missing troopers. let's check it out.m10_0030carter: put us down on the bluff.m10_0040carter: jun, i want your eyes in the sky.m10_0050jun: sir.m10_0060carter: let's go, six.m10_0070carter: alright, noble team, spread out. watch the approach.m10_0100md_1stbowl_beacon_southcarter: emile, high left and scout.m10_0110emile: roger.m10_0120tv_1stbowl_adv04kat: distress beacon's coming from just south of here, boss. we're close.m10_0140hud_beacon02_startcarter: roger that. eyes peeled.m10_0150object_running_sync_actionspartan_rock_climbemile: structure point three-four. looks clear from this angle.m10_0130emile: blood on the ground. a lot.m10_0200spartan_inspect_debrisvig_beacon: failsafebeacon sync actionemile: found the beacon.m10_0160carter: make out any id?m10_0170kat: negative. but it's military.m10_0180jorge: so where are the troopers?m10_0190kat: why are we not seeing explosives residue?m10_0360carter: noble three, can you confirm any ex residue in the area?m10_0370jun: mm... negative, commander.m10_0380emile: plasma, maybe?m10_0400jorge: can’t be. not on reach --f_md_object_play_cutoffm10_0410md_1stbowl_move_oncarter: all right, noble, looks like there’s nothing here. let’s move on.m10_0250obj_locate02_startsc_1stbowl_propane01carter: stand down noble six!m10_0495kat: smoke at the next structure, boss.m10_0260carter: circle west and check it out. noble team: you have permission to engage, but be selective. we don't need to telegraph our presence.m10_0270carter: noble six, move into the house. go in quiet. i'm right behind you.m10_1670f_md_abort_no_combat_dialogjorge: place was tossed.m10_0330emile: looking for what? weapons?m10_0340kat: whatever it was, i don't think they found it...m10_0350jun: noble leader, i’m seeing heat sigs in the structure ahead.m10_0430witnesses_entercivilian 2: hungarian: we've done nothingf_md_ai_play_cutoff1stbowl_witnesses_family/sonm10_0500emile: move! on your knees! now!m10_0490civilian 1: hungarian: please. do not shoot!m10_0510jorge: they're not rebels!m10_0520jorge: they're farmers. look at them.m10_0530carter: ask them what they're doing here.m10_0540jorge: hungarian: what are you doing here?m10_0550civilian 1: hungarian: we hide in herem10_0560jorge: hiding, sir.m10_0570witnesses_dialoguecivilian 1: hungarian: in the night, my neighbor, his family… screams, gunfire… then, before sunrise, nothing.m10_0580jorge: neighbors were attacked last night… he heard screams, gunfire… stopped around sunrise…m10_0590civilian 1: hungarian: something kill my sonm10_0600jorge: says something in the fields killed his son.m10_0610carter: something?m10_0620jun: commander, be advised i'm reading heat signatures in that structure directly east of your position, over.m10_0630carter: copy that. get them back inside!m10_0640jorge: hungarian: i said back inside! go!m10_0650tv_training_sprintcarter: noble team, double-time it!m10_0660ct_training_sprint_startcarter: six, you're with me. everyone else, fan out and check the perimeter.m10_0760kill_md_barn_dead_trooperstv_barn_bodiescarter: damn.m10_0800jun: fill me in, noble. what are you seeing, over?m10_0810carter: we've got military casualties. two of our missing troopers.m10_0820carter: looks like they were interrogated.. it’s messym10_0830carter: movement. watch your motion tracker people.m10_0710training_motion_trackeremile: the hell was that?m10_0700carter: jun, you see anything?m10_0730jun: negative. thermal's clean.m10_0740jun: boss, i see movement! outside your structure!m10_0850carter: noble two, move up to the west! we're about to be flanked!m10_0860jorge: huhm10_0863jorge: dammitm10_0866jorge: covenant!m10_0869carter: contact! contact!m10_0870carter: spartans! assist!m10_0890jorge: here we gom10_0880g_music04carter: they're headed into the basement! let's move down to the lower level!m10_0910carter: they're in the back pen! noble six, flush 'em out with grenades!jun: noble leader! enemy dropships inbound!m10_1120pilot 1: falcon moving to assist!m10_1140pilot 2: banshees! heads up, charlie one!m10_1150jun: get some altitude! now!m10_1160tv_3kiva_start03obj_meadow_cov/gate_meadow_backcarter: stand down, noble, stand down! contacts neutralized!m10_1020jorge: contacts? it's the damn covenant!m10_1030emile: cheer up, big man. this whole valley just turned into a free-fire zone.m10_1090carter: kat, we gotta warn holland. i need you at that relay outpost now!m10_1040jun: boss, i'm showing more activity to the east…m10_1490carter: copy that, jun. we're on it. six, you've got point.m10_1110kat: noble three, requesting airlift, over!m10_1050jun: falcon en route. stand by!m10_1060carter: six, jun! let's go!m10_2120carter: on the falcon, six! now!m10_2130carter: lieutenant, mount up. that's an order!m10_2140jun: commander, i'm seeing more hostile activity to the northeast.m10_1100carter: jorge, emile: you're with kat. six and i will run interference on the ground; we'll meet you at the outpost.m10_1070carter: get to work noble. the war just came to reach.m10_1220g_music_insmd_3kiva_start_promptcarter: noble six, on me.m10_0770carter: lieutenant! you're with me!m10_0780carter: looks like we're clear, lieutenant.m10_1460tv_kiva01_centermd_3kiva_kiva01_morejun: ...advise you check it out.m10_1510carter: roger, three. we're en route.m10_1350jun: boss, i'm showing more activity to the south…m10_1480vol_3kiva02_approach03vol_3kiva03_approach03jun: boss, we're picking up a distress signal.m10_1250trooper5: mayday, three charlie six… does anyone read?m10_2630trooper5: i repeat, we have multiple wounded and need immediate assistance.m10_2640trooper5: we were attacked by covenant forces; the covenant is on reach -- i repeat, the covenant is on reach.m10_2650trooper5: if anyone is picking this up, please respond.m10_2660jorge: the troopers?m10_1260carter: let's move, six. we gotta find the source of that distress call.m10_1530jun: no disrespect, but don't we have more important things to do than round up strays?m10_1380carter: we don't leave people behind. you see those troopers, you let me know.m10_1390player_in_trooper_bspmd_3kiva_distress_responsejun: noble leader, i'm seeing possible friendly forces under attack, northeast of your position, over!m10_1760jun: noble primary, i'm seeing possible friendly forces under attack, south of your position, over!m10_1770md_trooper_distress_attack02trooper5: we're under attack!m10_2750trooper5: i repeat: mayday, mayday! three charlie six! we are under attack by the covenant!m10_2760trooper5: i got wounded! cannot hold this position!m10_2780carter: we need to find those troopers now!m10_1750carter: noble three, we've located the trooper squad. request immediate evac, my coordinates.m10_1810jun: solid copy, commander. recalling falcon charlie two. hold that evac position.m10_1820md_3kiva_troopers_evac_dropshipmd_3kiva_troopers_evac_dropship02md_3kiva_troopers_clearjun: noble leader, be advised i have visual on inbound covenant dropships!m10_1830carter: evac transport, keep your distance!m10_1840carter: six! hold position -- clear an lz!m10_1850jun: be advised.. we got hostile dropship inbound!m10_2080f_hud_obj_completecarter: transport, lz is clear. move in for evac!m10_1860jun: affirmative! transport inbound!m10_1870g_music05carter: troopers: hop that bird, on the double! pilot, stay close; watch for hostile air!m10_1880cs_custom_animationobjects\characters\spartans_ai\spartans_ai.model_animation_graphfalcon_p_r1:rifle:communicationcs_spartans_talkscarter: noble two, sitrep.m10_2210kat: we're at the relay outpost. door's locked; mechanism's been flash-fused.m10_1610carter: can you beat it?m10_1620kat: i'll dial up my torch, cut a way through. gonna take some time…m10_1630carter: ok. we’re en route to your position.m10_2230pilot 1: approaching the comm outpost!m10_2240carter: drop us in the courtyard.m10_2250g_music06pilot 1: lz's a little hot, sir…m10_2260carter: put her down, pilot. six: break's over.m10_2270carter: how we doing', kat?m10_2280kat: taking a little longer than i hoped, commander; i've cut about halfway through the door.m10_2220emile: contact!m10_2310carter: hold 'em off 'til kat can hack the control!m10_2320carter: kat?!m10_2350kat: just... about... there! we're in!m10_2360everybody inside! go, go, go!m10_2370md_outpost_ext_fallback_acarter: inside, lieutenant! i'll cover you!m10_2380carter: noble six! inside! that's an order!m10_2400carter: we need to find the control room.m10_2420carter: from there, kat can get the relay back online.m10_2430carter: emile, post here. if we flush any hostiles, they're yours. m10_2440carter: all right, let's do this.m10_2450ct_training_nightvision02_startcarter: can't see a thing... noble six, turn on your night vision.m10_0790md_outpost_controlvol_outpost_int_server01kat: control room. go easy. m10_2460carter: go in quiet -- just in case...kat: noble six, search that body.m10_2540kat: lieutenant! check that body for id!m10_2550jorge: quiet!... hear that? there’s more. flush ‘em out; i’ve got you covered.m10_2570jorge: noble five reporting. targets neutralized.m10_2580carter: kat needs you to reset a junction. do it, and get back here.m10_2590ct_training_activate_startrotor_audioengine_audiosound_1stbowl_falcons: slow down to the hoversound_1stbowl_falcons: speed up againsound_1stbowl_falcons: hovering to drop offsound_1stbowl_falcons: falcon02 takes offsound_1stbowl_falcons: falcon01 takes offmusic change: let's stay focusedsound_looping_startlevels\solo\m10\music\m10_music01music change: gas kiva- found the beaconlevels\solo\m10\music\m10_music02music change: double time itlevels\solo\m10\music\m10_music03reset_music_var_gomusic change: damn...music change: it's messylevels\solo\m10\music\m10_music04music change: thermal's cleanmusic change: about to be flankedmusic change: enemy dropships inboundlevels\solo\m10\music\m10_music05music change: george go with katmusic_3kiva01music_3kiva02music change: transport inboundlevels\solo\m10\music\m10_music08music change: drop us in the courtyardsound_looping_set_alternatemusic change: 3kiva01 startlevels\solo\m10\music\m10_music06vol_3kiva01_approach01music change: 3kiva01 donemusic change: hog kivalevels\solo\m10\music\m10_music07music change: clear an lzmusic change: fallback into outpostmusic change: objective defend outpostlevels\solo\m10\music\m10_music09music change: body searchmusic change: when 1st group of convenant fall back in 1st halllevels\solo\m10\music\m10_music095music change: there's more, flush em out i've got you coveredlevels\solo\m10\music\m10_music10music change: kill last elitemusic_alphamusic change: alpha startlevels\solo\m10\music\m10_music11music change: get to work, noblemusic_bravomusic change: bravo startmusic change: how we doin' kat?cs_look_playerkilling vignettewitnesses_dad: branchwitnesses_dad: finishedmy_actorthrow_flarethrowing flarecr_outpost_glowstick02vol_outpost_int_rear03sc_hud_outpost_highlightf_blip_titlesc_hud_outpost_dishwp_callout_m10_visegradsc_beacon_navwp_callout_m10_beaconsc_hud_1stbowl_kiva01sc_hud_1stbowl_kiva_highlightplayer_can_see_or_distsc_hud_3kiva01_centermd_3kiva01_heatsc_hud_3kiva01_highlightsc_hud_3kiva02sc_hud_3kiva02_highlightsc_hud_3kiva03player_can_see_and_distsc_hud_1stbowl_gas01hud_info_fovhud_info_object_destroywp_callout_damage01sc_hud_1stbowl_gas02wp_callout_damage02sc_hud_1stbowl_hogwp_callout_vehicle01hud info actionhud_objecthud_info_objectwp_callout_typefovdistancecarter_waypointkat_waypointjun_waypointemile_waypointjorge_waypointf_hud_spartan_waypointcarter_namekat_namejun_namebranch_kill_waypointemile_namejorge_nameobj_01_locate_startobj_engage_startobj_recon_startobj_troopers_startobj_evac_startobj_falcon_startobj_outpost_startobj_outpost02_startobj_outpost03_startobj_inside_startf_hud_obj_newct_objective_locateprimary_objective_1ct_objective_investigateprimary_objective_1_5ct_objective_engageprimary_objective_2ct_objective_reconprimary_objective_35ct_objective_troopersprimary_objective_45ct_objective_evacprimary_objective_4ct_objective_falconprimary_objective_5ct_objective_outpost01primary_objective_55ct_objective_outpost02primary_objective_6ct_objective_outpost03primary_objective_65ct_objective_insideprimary_objective_7dc_outpost_healthtraining_lookbegin training looktr_looktraining_player_has_lookedplayer has lookedask player if they like their settings f_display_message_confirmtr_look_acceptplayer_action_test_acceptcamera settings acceptedf_training_set_look_prefplayer_action_test_rotate_weaponscamera settings rejectedf_training_look_rejectedf_display_message_timetr_start_menu_shorttraining look doneplayer_action_test_look_relative_upplayer_action_test_look_relative_downplayer_action_test_look_relative_leftplayer_action_test_look_relative_rightplayer_action_test_look_relative_all_directionstr_look_rejectplayer_invert_lookct_training_sprint_start0ct_training_sprint_start1ct_training_sprint_start2ct_training_sprint_start3f_hud_training_confirmct_training_sprintct_training_switchct_training_enterexitct_training_enterexit_doneunit_get_healthct_training_health_startf_hud_trainingct_training_healthblip_interfacect_training_jumpct_training_meleect_training_grenadesct_training_nightvisionobjects\weapons\rifle\dmr\dmr.weaponobjects\weapons\pistol\plasma_pistol\plasma_pistol.weaponobjects\weapons\rifle\plasma_rifle\plasma_rifle.weaponobjects\weapons\pistol\needler\needler.weaponobjects\weapons\rifle\needle_rifle\needle_rifle.weaponticksunit_action_test_acceptplayer has given inputf_hud_chapterchapter_01spartan_waypointschapter_02chapter_03achievement: no pickupssubmit_incident_with_cause_player3kiva_clearachievement: failcamera_blocker_07camera_blocker_06tv_1stbowl_adv02camera_blocker_01tv_barn_hudcamera_blocker_02camera_blocker_03tv_meadow_backleftcamera_blocker_04camera_blocker_05tv_1stbowl_wildlife02tv_1stbowl_adv03vol_barn_start02obj_barn_cov/gate_barn_mainobj_barn_cov/overlook_infobj_barn_cov/overlook_fallback01vol_barn_courtyard02tv_barn_endtv_barn_lower_sideflanktv_meadow_river01ai_task_statusobj_meadow_cov/meadow_elite_initai_task_status_exhaustedai_combat_statusai_combat_status_definitetv_meadow_cov_fallbacktv_meadow_middlerighttv_wildlife_meadowspartans_allowed_in_pickupcarter_driving_pickuptv_3kiva_cov01tv_3kiva_cov02vol_3kiva01_entry_righttv_3kiva_exit_areaobj_outpost_ext_cov/gate_infunit_in_vehicle_typetv_outpost_ext_undersidevol_outpost_ext_advancevol_outpost_int_reartv_outpost_int_back03outpost_int_elite_back_preptv_outpost_int_sideflankobj_outpost_int_cov/fallback2obj_outpost_int_cov/gate_back_halltv_3kiva_wildlife05tv_3kiva_wildlife05btv_3kiva_wildlife04btv_3kiva_wildlife04insertion point : 1st bowlswitching zone sets:zoneset_intro_cinematiczoneset_intro_cinematicswitching zone sets for editorinsertion point : barn!=switching zone sets...barn_carterbarn_katbarn_jorgebarn_emilebarn_carter/carterbarn_kat/katbarn_jorge/jorgebarn_emile/emileps_teleports/barn01ps_teleports/barn02ps_teleports/barn03ps_teleports/barn04ai placedcinematic_fade_to_gameplayinsertion point : meadowzoneset_allzoneset_barn_outrospartan_carter/carter_barnspartan_kat/kat_barnspartan_emile/emile_barnspartan_jorge/jorge_barnall_humansobject_teleportflag_teleport_meadow00flag_teleport_meadow01flag_teleport_meadow02flag_teleport_meadow03insertion point : 3kivaps_teleports/3kiva01ps_teleports/3kiva02ps_teleports/3kiva03ps_teleports/3kiva04spartan_carter/3kivaspartan_jorge/3kivainsertion_fade_to_gameplayinsertion point : outpostzoneset_outpost_introps_teleports/outpost01ps_teleports/outpost02ps_teleports/outpost03ps_teleports/outpost04spartan_carter/outpostps_teleports/outpost_int01ps_teleports/outpost_int02ps_teleports/outpost_int03ps_teleports/outpost_int04spartan_carter/outpost_intspartan_jorge/outpost_intinsertion point : blankperformance_play_linetelecs_stowperformance_get_actortrooperanimemile_initcarter_gotocartercarter_targetingemile_gotoemileemile_targetingjorge_gotojorgejorge_targetingsleep_until_door_closedload_into_falcon_01look_at_outpostsleep_until_anim_mission_trooperstalk_anim01look_at_beaconsleep_until_anim_put_us_downpoint_animsleep_until_anim_juntalk_anim02block_until_all_donesleep_until_its_time_to_unloadunload_from_falconsleep_for_anim_lengthland_animface_beaconsleep_until_player_seat_is_emptycommands_animblock_allkat_tele01sleep_30stance_alertkatkat_sync_idlesleep_until_player_in_tvkat_sync_idle2sleep_until_obj_control_20kat_sync_shuttingsleep_until_obj_controlkat_sync_exitcs_stow_falsesleep30all_donecarter_goto01sleep_until_hold_offbranch_kill_vignettemd_barn_dead_troopersdialoggoto_alignlookatmd_1stbowl_rock_look02sync_actionanim_exitlines_6md_1stbowl_beacon_foundkat_gotogobyanimatemd_1stbowl_bloodcarter_animatemd_1stbowl_ex_residuekat_goto01kat_face_cartertele01tele02anim01anim02vig:vig_outpost_rallyprint_startmd_outpost_rallyplay_dialogjorge_goto01emile_goto01play_dialog_45sleep_dialog_47carter_goto02carter_aimat_doorcarter_sleep_60carter_sleep_lookat_doorgotoface_bodysleep_80syncvig_glowstick02flareblock_donelines_0lines_1trooper_gotocarter_facenot_dialogtrooper_dialogcarter_dialogtele_male01tele_male02tele_momtele_daughteropen_doorjorge_entermale01_entermale01device_openmale02_enterjorge_dialoguemale01_dialoguemale01_idle2male02_idlemale02_hands_downmom_enterdaughter_enter_animmother_anim_loopdaughter_anim_loopjorge_exitmale01_gotothespian_performance_is_blockedcond_exitmom_exitdaughter_exitmale02_exitmale01_exitdevice_closeblock_until_done01teleportelitestowbranch_outpost_elite_leaderload_into_falcon_02sleep_until_its_time_to_communicatecommunication_animsleep_until_time_to_landlandcs_lower_weapongoto_and_alignalertlines_2game_speedai_render_sector_bspsai_render_objectivesai_render_decisionsai_render_command_scriptsdebug_performancesdebug_structure_cookie_cuttersm10_insert_dropoff_am10_insert_dropoff_bm10_dropoffsc_falcon01_endsc_falcon02_endspartan_carter/carterspartan_kat/katspartan_jun/junspartan_emile/emilespartan_jorge/jorgetest_1stbowl_falcons_end02wtfeffect_new_at_ai_pointfx\fx_library\_placeholder\placeholder_explosion.effectpts_1stbowl/fx_hogps_vig_beacon/goto01_katps_vig_beacon/goto_emilevig_beaconspartan_emile/witnesseswitnesses_player_killskat: door shutai_set_task_conditionobj_outpost_int_hum/gate_jorgetest_1stbowl_falcons_endflag_teleport_1stbowl_kiva01flag_teleport_1stbowl_kiva02flag_teleport_1stbowl_kiva03flag_teleport_1stbowl_kiva04flag_teleport_1stbowl_kiva05cs_falcon01_meadowxai_teleportps_teleports/meadow_evacps_pickup_3kiva02/3kiva02f_ai_place_vehicle_deathlesscs_kiva_test_forkps_teleports/3kiva_evac2_carterps_teleports/3kiva_evac3_carterzoneset_3kivatest_evacoutpost_flareobj_outpost_int_cov/gate_backoutpost_jorgeoutpost_jorge/jorgeobj_outpost_int_hum/fightfl_tele_lockup_elitecr_outpost_glowstickreplace this bitchv_3kivac_3kivasc_huddm_3kivacamera_set_cinematic_scenecinematic_tag_reference_get_scene010la_outpost_pt2_050cinematic_set_shotcinematic_object_create_cinematic_anchorcinematic_scripting_create_and_animate_cinematic_objectcarter_1emile_1jun_1player_1falcon1new_1falcon2new_1jorge_1jorge_backpack_1cinematic_scripting_get_objectjunrifle_1kat_1fx_light_marker_falcon1new_1fx_light_marker_falcon2new_1falcon1new_falcon_chin_gun1_1falcon1new_falcon_side_gun_left2_1falcon1new_falcon_side_gun_right3_1falcon2new_falcon_chin_gun1_1falcon2new_falcon_side_gun_left2_1falcon2new_falcon_side_gun_right3_1carter_dmr_1kat_pistol_1cinematic_lights_initialize_for_shotcinematic_clips_initialize_for_shotrender_exposurecinematic_scripting_start_musicengine_rpmobject_set_model_state_propertycinematic_object_getfalcon1newfalcon2newcinematic_printcustom script playengine_exhaustdriver_seat_powerthrustblurcinematic_scripting_start_dialoguecinematic_lights_destroy_shotcinematic_clips_destroyrender_exposure_fade_outcarter_2emile_2jun_2player_2falcon1new_2falcon2new_2jorge_2jorge_backpack_2jorgeturret_2junrifle_2kat_2playerrifle_2fx_light_marker_falcon1new_2fx_light_marker_falcon2new_2falcon1new_falcon_chin_gun1_2falcon1new_falcon_side_gun_left2_2falcon1new_falcon_side_gun_right3_2falcon2new_falcon_chin_gun1_2falcon2new_falcon_side_gun_left2_2falcon2new_falcon_side_gun_right3_2emile_shotgun_2tac_pad_2carter_dmr_2kat_pistol_2logo_2cameracinematic_scripting_start_screen_effectlocationcinematic_scripting_stop_screen_effectcarter_3emile_3falcon1new_3falcon2new_3jorge_3jorge_backpack_3jorgeturret_3kat_3fx_light_marker_falcon1new_3fx_light_marker_falcon2new_3falcon1new_falcon_chin_gun1_3falcon1new_falcon_side_gun_left2_3falcon1new_falcon_side_gun_right3_3falcon2new_falcon_chin_gun1_3falcon2new_falcon_side_gun_left2_3falcon2new_falcon_side_gun_right3_3emile_shotgun_3tac_pad_3kat_pistol_3carter_4falcon1new_4jorge_4fx_light_marker_falcon1new_4fx_light_marker_falcon2new_4falcon1new_falcon_chin_gun1_4falcon1new_falcon_side_gun_left2_4falcon1new_falcon_side_gun_right3_4carter_5emile_5jun_5player_5falcon1new_5falcon2new_5jorge_5jorge_backpack_5junrifle_5kat_5fx_light_marker_falcon1new_5fx_light_marker_falcon2new_5falcon1new_falcon_chin_gun1_5falcon1new_falcon_side_gun_left2_5falcon1new_falcon_side_gun_right3_5falcon2new_falcon_chin_gun1_5falcon2new_falcon_side_gun_left2_5falcon2new_falcon_side_gun_right3_5emile_shotgun_5kat_pistol_5carter_6emile_6falcon1new_6falcon2new_6jorge_6jorge_backpack_6jorgeturret_6kat_6fx_light_marker_falcon1new_6fx_light_marker_falcon2new_6falcon1new_falcon_chin_gun1_6falcon1new_falcon_side_gun_left2_6falcon1new_falcon_side_gun_right3_6falcon2new_falcon_chin_gun1_6falcon2new_falcon_side_gun_left2_6falcon2new_falcon_side_gun_right3_6emile_shotgun_6tac_pad_6kat_pistol_6carter_7emile_7jun_7player_7falcon1new_7falcon2new_7jorge_7junrifle_7kat_7fx_light_marker_falcon1new_7fx_light_marker_falcon2new_7falcon1new_falcon_chin_gun1_7falcon1new_falcon_side_gun_left2_7falcon1new_falcon_side_gun_right3_7falcon2new_falcon_chin_gun1_7falcon2new_falcon_side_gun_left2_7falcon2new_falcon_side_gun_right3_7kat_pistol_7beginning 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2010la_outpost_055_sc_sh1cinematic_scripting_clean_upcinematic_zone_activate_for_debuggingcinematic_letterbox_stylecamera_set_cinematiccinematic_set_debug_modecinematic_setcinematic_tag_reference_get_cinematiccinematic_destroycinematic_zone_deactivatebegin_010la_outpost_debugcinematic_tag_fade_in_to_cinematic!010la_outpost_050_sc!010la_outpost_055_scend_010la_outpost_debugcinematic_zone_activatebegin_010la_outpostend_010la_outpost010lc_bodysearch_anchorcarter_ar_1data_module_1jorge_gun_1marine_1player_fp_1player_ar_1big_doors_1fx_dyn_light_stairs_1fx_dyn_light_consol_1fx_dyn_light_spot_1fx_dyn_light_search_1fx_dyn_light_orange_1final_sorvad_1console_hatch_1console_screen_1blood_pool_1dummy_console_screen_1object_set_permutationheadplayer_liflair_head_aplayer_willconsole_screenscreendefaultflair_right_shoulderplayer_vinhflair_left_shoulderprimary_ammunition_tensprimary_ammunition_onesflair_chest_bflair_chest_amarinetrooper_heavyflair_head_bflair_head_c010lc_bodysearch_010_sc_sh1elite01_1elite01_plasma_rifle_1elite01_sword_1elite02_1elite02_plasma_rifle_1elite03_1elite03_plasma_rifle_1sarah_1sorvad_1fx_console_sparks_1fx_dyn_light_player_1object_cinematic_visibilityelite02weapon_set_primary_barrel_firingcinematic_weapon_getplayer_ar_weaponcarter_ar_weaponcarter_ar_2data_module_2elite01_2elite01_plasma_rifle_2elite01_sword_2elite02_2elite02_plasma_rifle_2elite03_2elite03_plasma_rifle_2jorge_gun_2marine_2player_ar_2sarah_2sorvad_2fx_console_sparks_2fx_dyn_light_consol_2fx_dyn_light_stairs_2big_doors_2fx_dyn_light_player_2console_hatch_2console_screen_2blood_pool_2carter_ar_3data_module_3elite01_3elite01_plasma_rifle_3elite01_sword_3elite02_3elite02_plasma_rifle_3elite03_3elite03_plasma_rifle_3jorge_gun_3marine_3player_3player_ar_3sarah_3sorvad_3fx_console_sparks_3fx_dyn_light_consol_3fx_dyn_light_stairs_3big_doors_3fx_dyn_light_player_3console_hatch_3console_screen_3blood_pool_3carter_ar_4data_module_4elite01_4elite01_plasma_rifle_4elite01_sword_4elite02_4elite02_plasma_rifle_4elite03_4elite03_plasma_rifle_4jorge_gun_4kat_4kat_pistol_4marine_4player_4player_ar_4sarah_4sorvad_4fx_console_sparks_4fx_dyn_light_consol_4fx_dyn_light_stairs_4big_doors_4fx_dyn_light_player_4console_hatch_4console_screen_4blood_pool_4blade_activateunit_set_active_camocinematic_unit_getelite01cinematic_scripting_stop_musiccinematic_scripting_start_effectfx_console_sparkscarter_ar_5data_module_5elite01_5elite01_plasma_rifle_5elite01_sword_5elite02_5elite02_plasma_rifle_5elite03_5elite03_plasma_rifle_5jorge_gun_5marine_5player_ar_5sarah_5sorvad_5fx_console_sparks_5fx_dyn_light_consol_5fx_dyn_light_stairs_5big_doors_5fx_dyn_light_player_5console_hatch_5console_screen_5blood_pool_5elite03carter_ar_6data_module_6elite01_6elite01_plasma_rifle_6elite01_sword_6elite02_6elite02_plasma_rifle_6elite03_6elite03_plasma_rifle_6jorge_gun_6marine_6player_6player_ar_6sarah_6sorvad_6fx_console_sparks_6fx_dyn_light_consol_6fx_dyn_light_stairs_6big_doors_6fx_dyn_light_player_6console_hatch_6console_screen_6blood_pool_6destroyed010lc_bodysearch_020_sc_sh1010lc_bodysearch_020_sc_sh2010lc_bodysearch_020_sc_sh3010lc_bodysearch_020_sc_sh4010lc_bodysearch_020_sc_sh5010lc_bodysearch_020_sc_sh6fx_dyn_light_door_1fx_dyn_light_carter_1fx_dyn_light_tussle_1blade_right_onshadow_apply_depth_biaskat_pistol_weaponbeginning 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Said link for notepad version found here... http://www.freewebs....ntin_script.txt
  2. More typical 6 year old girl responses? Really? Wow man, you really hate to lose at something don't you? Oh no, the big bad basement dwelling MLG whelp might beat me at a game. Oh no's! Yeah but seriously dude, you need to learn to just accept that the working of the engine and weapon components are out of your scope of understanding for now, and just admit it. But it's ok, me and everyone else needs a thread to come to, to laugh at once in a while. Continue to flame away.
  3. Sounds awesome man. Are you going to be focusing on videos of all Halo title gameplay or something particular?
  4. Good bye. It is a lost cause to argue data pulled directly from a game you play isn't it? I have explained exactly what bloom is, how they achieve different weapon fire effects, and still because a video showed something you clearly don't understand, I am an idiot and you are right all along. Way to be logical about it Gold. See you never! Ps, you say it's a lost cause, yet your still viewing this forum post?
  5. I didn't want to post this in a new thread so I posted it here. This question is for Bubonic. I know you have a good knowledge of the Halo Universe. In your travels through the books and stuff, is there any evidence that we may see anything homeworld related to the elites in any of the future title releases? Do you have anything elite related I may be able to look at? I am starting a map for Halo 2 and I wnated to touch on something new.
  6. Wow. You just need to stop already. real life physics cannot be compared to a Halo game. How does that metaphore even begin to explain why you think the way you do about the percise game mechanics? Ok once again I will try to explain this just for you. In that video of the TU gameplay on the CEA maps, 343 used a script to make the reticule not bloom. Along with this non-blooming reticule, they adjusted the weapons tags data to make less spread. If they had removed the bloom widget alone, the weapon would still have fired as it always did. Just because you cant see or don't understand that there is a trick behind magic acts, does not mean that because you saw magic, means that magic is real. It is in fact illusion and slight of hand.
  7. Again, videos don't prove anything. I have factually game data from the map files. Can you argue that? Stuff direct from the game you play? So what if my k/d isn't high. I dont play arena or competative, mostly firefight and campaign. What does my k/d have to do with you and others not understanding how the game works internally? See, you can't even post a constructive counter argument. All you seem to do is deflect to another subject to negate your own ignorance in the eyes of others. Sad indeed. Pointing out videos, really? Thats your big argument? Explain how the bloom removed, equalled into a better firing weapon. Explain to me what bloom is and how it used. Explain what tag relationships it has? Tell you what Gold, when you come back with some game data, netcode files and a good understanding of the Blam! engine that will prove I am wrong, then I will bow down and admit defeat. But the community knows already what the outcome will be. You will simply deflect again, call me names, insult me and walk away thinking you know what you are talking about. But rest assured. the more you argue the FACTS and extracted game data, you will still look like a d-o-u-c-h-e.
  8. I like the start of this thread. Some really good ideas you have there. I know that with the tech limits and keeping development tools out of the hands of the public, we will never see custom bsp mesh creation in any form in a halo game. It would be cool to see pre-fabbed terrain chunks we could place in a blank skybox though. The beams are actually scenery items and I am suprised Bungie didn't allow us to use them. In fact, there are tons of items they should have let us use from the shared resource map file. But oh well maybe we will get use more things in H4? The vehicles YES!!!!!! For once let us pilot those epic drop ships or pelicans and longswords. Throw the scarab in there too! Epic win-ness all around! I'm not sure about the dead bodies though. Most of the dead body stuff used in the Halo games is just a solid model with no animations of permutations. The dead bodies from players or enemies is a permutation to the model file that uses rag-doll physics. In order to spawn them, you would have to spawn a biped with no health and have a death zone actually kill it. Otherwise it would run around at you. I think incorporating other characters from the franchise would be awesome. Instead of the basic armory for Spartans, you could have wardrobe closets full of outfits for every character of the game. That would be beast playing multiplayer as Miranda Keys or a grunt. Hilarious things would happen! I'm all for Cortana t-bagging a brute!
  9. "Kick him in the nards". "What?" "Kick him in the nards" - (kicks) "Wolfman's got nards"
  10. You want me to stop and get it out? Hitman. Great movie, great game!
  11. Funniest quotes ever always seem to come from Johnson. He is one crazy ass space marine!!! Seargent Avery Johnson - Halo Combat Evolved - Circa 2001 Sound File Referrence sounds\dialog\a10\sgt05e.sgt05e.ogg Http://www.freewebs....aper/sgt05e.mp3 "Men, we lead those dumb bugs out to the middle of nowhere to keep them from getting their filthy claws on Earth. But we stumbled on to something their so hot for that their scrambling over eachother to get it. Heh, I don't care if it's god's own anti-sun-of-a-***** machine or a giant hoola-hoop... We're not gonna let them have it! What we will let them have, is belly full of lead, and a pool of their own blood to drown in."
  12. Gold, you have no idea what bloom is or what it is used for. I have posted tag extracted values for everything i summerize on definitions and examples. SO how is it you say I do not know what bloom actually is? I have the actual coded game data at my disposal to prove it. Since noone here excepts or reads anything people post about this whole "Bloom" issue, I will summerize based on game fact, hard coded and script manipulated data. How dare you say I speek BS! Bloom: This is a visual HUD (heads up display) widget that expands the players reticule. The expanding of the reticule, allows players to see a general idea of where their shots will land. The blooming reticule, or "bloom" functions by using data set in the [weap] tag. the data the blooming reticule uses in particular is the "angle change per shot lower", "angle change per shot upper", "angle change deceleration" and "angle change acceleration" When you pull thr trigger of the dmr, it first fires a single shot dead center or close to, where you are aiming. Once a shot has been fired, the weapon uses the "angle change decelaeration" to specify when th next shot can be fired without deviating from a dead center or close to point. A good example of this is shot pacing. Squeezing the trigger every 1 second or so. Usually if paced like this, each shot lands exact to aiming. When you rapidly fire shots, or commonly called "spamming", the weapon uses an additional data field from "angle acceleration" to make each shot land outside the point to which you aimed. A good example is pulling the trigger of the dmr five times as fast as you can. you see each shot land away from where your dead center is. Addiitonally, the blooming reticule uses all 4 weapon values in conjunction with eahother to expand and retract the reticule based on the usage of the weapon, to approximate for the player where shots land. Also, the bloom does not always show accuratly when a player can squeeze off an additioinal accurate round. Sometimes the game skips a seconds here and there and even though the reticule is midway expanded, the weapon itself tells the game a pin point accurate shot can be delivered. To summerize, taking bloom away does nothing. Bloom is a function of the HUD that moves adjusts itself based on data in the wepaon tags. The "bloom", does not function on it's own seperatlt from the weapons. For example. Let's say I went and swapped out the reticule bitmpas with blank ones. What do you suppose would happen? Nothing. The weapon would still fire and react the same way as it always does. The only thing I would be doing, is nullifying the blooming reticule. Now I know what you are thinking. "But Twin, the TU is removing bloom and in game, it shows no weapon spread. Isn't that proof you are wrong?" On the contrary, this proves my point more. Frankie stated during an interview that the team was not able to bring the weapons from CE into the Reach multiplayer. So what the team did was use scripts to adjust the wepaons to feel like the CE ones. MegaloScript is the powerful scripting side engine component that controls a large amount of what we do or can do in game. In this particular case involving the TU, what Megalo is doing, is adjusting the weapon tag properties in memory, or side loading changed weapon tags when you go into certain playlists. This same scripting is also how we will be able to adjust "bloom", in certain gametypes during custom play. Could you imagine the total nightmare that would evolve from players having to edit their own core values of a weapon tag instead of using a simpler UI like the blooming reticule. You'd have players shooting 90 degree angles and shizzz. Craaaaaazy! Here is the bottom line folks. Reach is full of crazy data, scripts etc. There is no easy way for 343 or Bungie to explain how the weapons work. Even things that I post up, have people confused and they do not know what the hell any of the tag specific value is. The only way I can get any of you to finally understand how these things work, is to physically sit you down at a computer and open up Reach tag values extracted from the .map files. Even then unless you study and research Bungie docs and tag values and edit them to see what they do, you will still have no idea what the values mean or what they change. I guess all I can ask is that you trust me on this. I have opened, edit rebuilt, compiled and decompiled nearly every map ever produced in a Halo title. Except for Halo 3 and Reach. You can't rebuild or decompile those yet. But we can shift through the tags and see what they contain. A large majority of gamers believe and summerize game engine workings and weapon usgages by using what they personally experience in game. Perception does not always give you the truth. There is always a force or forces, that are behind the scenes controlling everything you do in-game. Bungie just decided to give you bloom to make you think that shot accuracy was based on the expanding and retracting of the reticules. An ingenius way to promote better gameplay and give people a reason to excersise caution and build skill. I hope this has helped you all understand what bloom is, and why removing it changes nothing. most of you will still suck.
  13. As for you response to my post..... I was simply showing by correct defanition how you are using luck to.describe said headshot events. I have even submitted proof tag values to backup all spread issues with the weapons you questioned. Would you like me to humiliate you more by posting up a picture of the tag values in my map editor? Both Goon and I have submitted numerouse times ample proof to.debunk your claims and the only defense you can give us is mere words of digust and a lack of appriciation for trying to teach you something. Note to self..... start a tag value and game play mechanic thread with illustrated editor pictures to silence these noobs once and for all.
  14. If you dont know how the tags are structured or what data they contain and how it is used, then you do not understand this thing called bloom or any other in game mechanics. You can play a game all you want. But until you know how specific functions work in the game engine, you cannot say you know how bloom works. Thats like saying you understand the algorythim process behind a 128 bit private key lock because you enter a password everyday to login.
  15. Good question Iceman. Unfortunately I have only a partial answer for that based on what I do know of MegaloScript. AL seems as if it is executing a function to change in memory, the value of the timer and the health of the equipment. I say in memory, because that is the only way the game engine would be able to keep this change separated from other game types, and not force 343 to have to re-issue new game discs or digital downloads of the game. Now assuming this is how they are doing it, it is logical to assume that the particular script for this is only being executed once a set number or variables is achieved. Such as.... is the player in this game type? Is the player in this variant? Is it matchmaking, custom etc? So the part I cannot answer with any degree of certainty or knowledge is how the game engine handles the memory flow or stores tag values in memory. And how often does memory get flushed during the coarse of the game,. It is quite a possibility to see perhaps something residual in memory get carried over to a campaign match by mistake. That would suck though. Imagine the poor guy playing through legendary on POA. Just as he lowers a elite zealots shields, a fuel rod blast comes his way. He hits armor lock to avoid it and the plasma rounds coming his way. Only to find that his AL was half drained by the fuel rod, and now stands no chance in between 2 elite zealots charging at him. Of coarse this is an exaggeration, but none the less you would not want to go into a battle with a tactic in mind, only to have that tactic stomped on because a memory edited value got carried over by mistake. So yeah Iceman, it is quite a possibility that after the TU and enough playthough that we may find little bugs like this. It sucks but it is part of the process.
  16. So it's better to stick around and go 2 on 1 and get owned, than swallow your pride and retreat in hopes to become victorious on the next meeting? Wow. Makes sense to me.
  17. Bloom is not recoil. Recoil is the "Angle change per shot upper" and "Angle change acceleration" values located in the [weap] tag. Bloom is a reticule widget function of the HUD. It's operation HUD perpose is to give the player a visually flaring reticule that encompases the area in which the "min and max error angle" of the projectile is predicted to land.
  18. Unfortunatly no, you cant just simply just go in and swap outt extures on any of the maps that come shipped. And modding them the 2 major H2v apps Mr Mohawk and gravemind yield unfortunate results for your maps. I'm still working on a few things to do with it, but no luck as of yet.
  19. Real quick i need to correct a value from my post above. the initial and ending velocity for the BR is 400. 1200 was the sniper rifle. The error angle was also 0.005235988 and a max of 0.01047198. So many numbers to remember...I was bound to be slightly off at some point., lmao
  20. Wrong. the BR did have a bullet spread and it was not hitscan. The error angle and spread was set to .02 under the tag data, and the velocity of the projectile was set to initial velocity 1200 and max 1200, IIRC. The bullet spread was minimal, but noticable to a sharp shooter with it at long range. Which is why 50% of the time a full 3 shot burst would have only 2 of the projectiles hit the target. Which of coarse noone paid attention to due to the extreme velocity of the projectiles and the fact that they imitated hitscan. As for your argument of luck, luck as defined in this sense is: "The chance happening of fortunate or adverse events; fortune" Luck is how people explain happenings without a direct at the moment explanation. When in fact, the "luck" you supposedly had was just a chain of events that played out and snowballed onto another action or reaction, without your prior or current knowledge. For real luck, or randomness to happen, a completely unlimited amount of choices and variables have to be present that could effect the end result in any way shape or form. In a game, luck, chance and random is not real. There are set rules, variables and a limited number of each. This defeats the purpose of true random or luck happenings. If you are going to go and attack my friend Goon for his on point actual facts about a statement made by someone, you will have to go through me first! And thanks for the info Goon. Sounds like it might be a blast. Definatly gonna play thru a few rounds with my son on friday. Who knows, I might see you there!
  21. I never got into invasion really. I mostly play firefight, and they have screwed with till no end. i may have to give Invasion a try sometime. Perhaps me and the boy will give it a go this friday. Is it a good time, or overly frustrating mostly?
  22. Bloom is a HUD widget that moves or expands the "reticule" to encompass the space needed to show a player where the shots can be expected to land. Removing bloom only removes the HUD widget. Exactly how is "bloom" a manipulation of randomness? I expect a little bit better argument than just saying it is. can you please explain in tag value detail how this is done? Go ahead sport give it a try, so I can come back and laugh at your attempt to try to tell me, how the [proj], [weap], [chud], and [effe] tags work. This is gonna be a laugh riot guys. Hey Mystic, get ready to change your wares! Oh and by the way, CE did not have eventual or slow moving bloom. Squeeze down the trigger and by shot 3 your shots go past the reticule entirely. Halo 2 and Halo 3, I assume you are referring to the BR or Magnum. In either case you are wrong, and again, please site specific tag definitions and value settings to prove your case. Well actually either way, I know full well what the settings are, how they work, and regardless you will lose due to cold hard tag value proof anyway. Good luck jr.!
  23. maybe a few of us should ask nintendo if they still have programming resources for MK64? Either that, or some of us could team up and try to reverse engineer the game and see about injecting our own level data? You could easily get support running for it thru a jtag 360.
  24. Dual weilding, or no dual weilding. man that is a great question. I loved it in halo 2 and 3. During ODST at first, I wish they had it, but quickly grew to love the old world style of one wepaon like in Halo 1. But for Reach or even halo 4, I dont know. I guess the way for me to personally decide on that one, would be to play thru a beta with the changes in there, and then a version without them. Sometimes for me it all depends on the mood or the overall feeling of the campaign and multiplayer gameplay. If anything, why not just make it a customizable feature, similar to what they want to do with the weapons and AA's? Assuming they are using the Reach Blam! engine and MegaloScript as the cores for the Halo 4 engine, it would not be out of the scope of possibilities.
  25. Food fight for the Atari. Epic food flinging goodness. Shame the level counter topped out at 128 or so. I remember playing levels over and over again and the counter wouldn't budge. Good times my friends, good times.
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