Sparky's Scenario Madness - Final Multiplayer Release

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Sparky
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Sparky's Scenario Madness - Final Multiplayer Release

Post by Sparky » Wed Jun 16, 2010 8:11 pm

Release Description:
HDM Release wrote: Sparky's Scenario Madness

Image

Download version 2

Download final multiplayer version

Version: 2.0 and Final MP

Requirements: You must know how to mod.

Author: Sparky

Trivia: Reflexives within the scnr tag include: 1 sky, 2000 scenery, 100 scenery palette, 128 biped, 100 biped palette, 80 vehicle, 6 vehicle palette (limited to allow for creation of multiplayer maps), 256 equipment, 100 equipment palette, 128 weapon, 100 weapon palette, 128 device group, 400 machines, 100 machine palette, 100 controls, 100 control palette, 500 light fixtures, 100 light fixture palette, 256 sound scenery, 100 sound scenery palette, 1 player starting profile (to avoid confusion), 20 player starting locations (to avoid modding frustration), 118 netgame flags (plenty of each useful type), 10 netgame equipment (?), 1 starting equipment (?, one set for each gametype), 64 actor palette, 1 bsp

Sparky's Scenario Madness is a template map containing a scenario with the maximum number of references possible. Version 2.0 contains a standard Bloodgulch BSP. Version 2.0 is based upon further research and contains a single multiplayer map file with all the references that would be potentially useful to Halo Demo modders, excluding AI encounters.
First, I'd like to point out that this map is fully playable as-is, but everything is located outside the map, so you'll need to use the scenario editors of SwordEdit AND Eschaton in order to move everything into the bsp of your choice (this one uses Bloodgulch's bsp by default). In the above SwordEdit image, you can see how the vehicles are grouped on the red side and the blue side, where vehicles closer to each side's spawn points and flags belong to that respective team.

Any questions?
Last edited by Sparky on Sat Jul 03, 2010 1:20 pm, edited 1 time in total.
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by TaxiService » Thu Jun 17, 2010 5:19 am

O_O OH FUCKING CHRIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIISSSSSSSSSSSTTTTTTTTTTTTTTTTTTTTT MAN I LOVE YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA WHY DID YOU END UP WITH THIS JUST NOW, DAMMIT!!!


*cries tears of joy* THANKSSS thAN-HKSSS THA-HA-HANNNKKSSSSSS!!!! *crawls to sparky's feet*
*kisses sparky's feet repeatedly* SMHHCH SMOOCH SMMCHCH!!!
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by Turtle » Thu Jun 17, 2010 6:14 am

^ What he said :D
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by Kayar » Thu Jun 17, 2010 6:30 am

By the gods.

o_o

O_O

:shock:

OH HELL MY FACE JUST MUTATED INTO A YELLOW CIRCLE SHIT AAAAAAAAH!!!!

...

You, sir, are a god. Soon I shall download and see just how godly you are...
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by Sparky » Thu Jun 17, 2010 8:43 am

Wow, you guys are more excited about this than I anticipated!

After some testing, the only thing that requires fixing are the control switches that are supposed to toggle machines on and off. Once I finish that step, though, I think this version is done, pending feature requests and bugs within the next few days.
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by Kayar » Thu Jun 17, 2010 9:26 am

^ ... Well, crap, that was the thing I was most excited about!

Really I just need a good scenario with a usable machine palette and stuff, 'tis why I was excited. There's so much we could do... with machines... o_O
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by Fortune » Thu Jun 17, 2010 10:59 am

sounds cool. Like the basis for a crazy map
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by TaxiService » Thu Jun 17, 2010 11:16 am

Kayar wrote:There's so much we could do... with machines... o_O
indeed! also ctrls?!! :D mamma mia!


um, can the ctrls be linked to the machs by the scnr? o_O like, there's a flag saying "DONT TOUCH THIS" <_< could it be it?
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Re: Sparky's Scenario Madness - Version 2.0 Release

Post by Sparky » Thu Jun 17, 2010 11:26 am

YES SUCCESS YOU MUST TRY THIS NOW IT WORKS!

Hint: Toggle the switch by where the a50 rock normally is.

You can use this map in eh... well, however you want. Feel free to create a mod with it while I add this new toggle switch ability to the release.

I have some other plans for today, so I'll get this released tonight.

Note: If I need to decide between the two options, I will choose to have the machines initially locked/closed/inactive and be toggled on/open/active by a switch rather than have them in their open position by default. (So with doors, I won't make it so the doors will open when you walk up to them, but instead I'll make it so that they need to be opened by their control panel switch.) I think this is preferable for strategy games and such, at least with multiplayer. Besides, you can always put the switch right next to the door...

These things will be customizable after I finish my Eschaton plugins, which are coming up in the next few days.

EDIT: Can you guys test this and tell me if it syncs over the net?

EDIT 2: After testing, Zodiark sent me some questions about usage of the template. I said that I will include usage guidelines with the release of the final version. I also said:
Sparky wrote:After testing several ideas with machines and triggers, I decided that I would simply finish my Eschaton plugins in order to allow modders to change the behavior of the machines and controls. So I'm allowing everyone to adjust the behavior themselves.

By default, in the tags released with the Scenario Madness, I'm going to link up the controls with the machines. This won't be CSS, but it will be the more difficult of the two configurations to set, whereas it's very easy to uncheck a single flag if you want things to operate without requiring the control switches, which would be CSS.

The ACTV tags aren't useful at this point, I'll need to do some quick testing of the encounters type of instance in the scnr. I'll probably add a few marines that are on your team just to give modders a type of variant that is commonly requested.
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Re: Sparky's Scenario Madness - Final Multiplayer Release

Post by Sparky » Sat Jul 03, 2010 1:21 pm

Final Multiplayer version released. To be used with my Eschaton plugins. Also, remember what I said about Eschaton and <index> types - use HexEdit to change the <indexes> instead of Eschaton. But you can get the offsets from the scnr tag in Eschaton.

http://www.halodemomods.com/wiki/File:S ... nal_MP.zip
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Re: Sparky's Scenario Madness - Final Multiplayer Release

Post by Kayar » Sat Jul 03, 2010 2:25 pm

Ignore the spammer...
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Samucos

Re: Sparky's Scenario Madness - Final Multiplayer Release

Post by Samucos » Sun Jul 04, 2010 3:48 am

1) Is it CSS? (ii already know it won't be, just checking)
2) Can you put this template in and run ALL games made with it?
3) Why no multiplayer AI's?
4) Any chance for a spawn tag? :p

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Re: Sparky's Scenario Madness - Final Multiplayer Release

Post by Sparky » Sun Jul 04, 2010 6:57 am

Samucos wrote:1) Is it CSS? (ii already know it won't be, just checking)
2) Can you put this template in and run ALL games made with it?
3) Why no multiplayer AI's?
4) Any chance for a spawn tag? :p
1) As it is, if you host a game with this, I don't think that someone without this would be able to join.
2) Since I only included one type of scen, most people will be using their own scenery rebuilt into the map. So no.
3) What do you mean?
4) What do you mean?
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Re: Sparky's Scenario Madness - Final Multiplayer Release

Post by icebulb » Sun Jul 04, 2010 9:12 am

Will there be multiple switches for more doors, or will it be one switch?
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Re: Sparky's Scenario Madness - Final Multiplayer Release

Post by Sparky » Sun Jul 04, 2010 1:24 pm

You can change this on your own, now that I've provided a scnr plugin in my plugin set. This will require some manual changes with HexEdit, so read what I've mentioned about using <index> types with Eschaton.
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