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Author Topic: while im bord at school, anyone have any script requests? (44 messages, Page 1 of 2)
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Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 6, 2007 03:00 PM    Msg. 1 of 44       
While im at school, I have almost nothing to do.. HEK does work on these computers, but how am I gonna carry tags around? lol (besides, my work station here is 9 MBs.. lol)
I am slowly starting to continue work on my HUUGGEE tag tutorial (all about every feature in every tag.. ive filled 2 pages up and im half way threw actor (yes, those of you who know about it.. barly any progress lol))

And I know billions of things are posible threw scripts, and seeing as how I usaly plan to release my scripts for a map after im done it, they rarly get seen publicly (acualy.. have I released any acual script comands? or is it just hte physics that have comands identical to htem?.. lol) and then more people can have funky things in maps, and I have a more interesting list of things to do here other than write the tutorial, and fix hte Metroid Online morphball script.. lol.

So, request some stuff, if I like the idea, I will do it, if it sounds corny, then I most likly wont unless its something that will take 30 seconds, or enough newbs would use it.

(yes.. im this bord im acualy looking for things to work on that arnt repeditive tutorial writing lol.. thats realy quite sad..)

(also note that if you request something, I will make it a public release unless its to buggy to realy function that well, but you want it anyways)
(acualy.. everyones probly gonna tell me to finish stuff like my portable portals.. arnt they? lol)


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 6, 2007 04:38 PM    Msg. 2 of 44       
Quote: --- Original message by: E3pO
xD "script that if you go into a trigger volume. everything in the map gets deleted, music starts playing, you fall from the sky ; a flag ; and everything is wireframe." but only on your screen. lolz.

dude.. whats the cheezey type I said I wasnt doing.. you can just teleport the single player away, start a sound loop, and alot of things dont exactly work outside a BSP like a object.. and wireframe.. you cant target a single player.

e3po... didnt I teach you enough scripts when I was watching your screen helping you with your pause menu scripts who knows how long ago?..


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 6, 2007 07:12 PM    Msg. 3 of 44       
If you have lots of free time, Orange Geko, perhaps you would like to collaborate with me on making new gametypes? I'm currently putting pseudo code together for a HaloCE zombie mod (the houserule H2 xbox gametype where zombies use only swords), and have plans on attempting Territories and Bomb Assault for CE as well.

I'm aware some of my ideas might not ever work but I learned a lot trying. For example, my fiesta mode script never synced but I learned about item permutations which would do the same thing for me.


Edited by SGWraith on Sep 6, 2007 at 07:14 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 6, 2007 09:30 PM    Msg. 4 of 44       
Quote: --- Original message by: SGWraith
If you have lots of free time, Orange Geko, perhaps you would like to collaborate with me on making new gametypes? I'm currently putting pseudo code together for a HaloCE zombie mod (the houserule H2 xbox gametype where zombies use only swords), and have plans on attempting Territories and Bomb Assault for CE as well.

I'm aware some of my ideas might not ever work but I learned a lot trying. For example, my fiesta mode script never synced but I learned about item permutations which would do the same thing for me.


Edited by SGWraith on Sep 6, 2007 at 07:14 PM


Zombies FTW! Try Cops and robbers too, though, with CE's possibilities, its pssible to make them unable to cheat like they do for xbox... I have other gametypes too....


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 6, 2007 09:54 PM    Msg. 5 of 44       
Quote: --- Original message by: Caboose117
with CE's possibilities, its pssible to make them unable to cheat like they do for xbox...


Thats the aim of the game.

I intend to use these two commands to enforce the rules for zombies:
(object_set_melee_attack_inhibited <object> <boolean>)
(object_set_ranged_attack_inhibited <object> <boolean>)

The way I have it set up, I can track deaths and detect what weapons you possess or have out. The only problem I have right now is how to determine if its a team slayer game or not. Once I get far enough, I'll post a script wip thread.

There are quite a few h2 gametypes that were a lot of fun, so we'll see how well this one goes. :)

Edited by SGWraith on Sep 6, 2007 at 09:55 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 6, 2007 10:02 PM    Msg. 6 of 44       
Do you have xfire? I'd love to try and help, especially by rattling off all the ideas I have...


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 6, 2007 10:04 PM    Msg. 7 of 44       

*edit*
Got it. :)


Edited by SGWraith on Sep 7, 2007 at 07:17 PM


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 7, 2007 12:23 AM    Msg. 8 of 44       
I have an idea for you Orange Geko.

I've been wondering about the possibilities of a pause menu widget that would allow for voting on (sv_map_reset) and (sv_map_next) for those servers that don't have admins around all the time.

This would only benefit servers that ran maps with that built-in so the application is kinda limited to only new maps of course.

If this was undesirable behavior for all the time it could be controlled by the presense of named plasma turrets that appear only in custom gametypes that include plasma turrets.

Kinda a wacky idea but I'm not sure I'd be able to get around to it.
Edited by SGWraith on Sep 7, 2007 at 12:25 AM


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 7, 2007 11:20 AM    Msg. 9 of 44       
Quote: --- Original message by: SGWraith
If you have lots of free time, Orange Geko, perhaps you would like to collaborate with me on making new gametypes?

I said scripts.. not game types
Quote: --- Original message by: l283023
Could you include in your tutorial biped making. Jahrain's is kinda hard to understand.

its a huge tag tutorial.. how does that involve biped making? and also, how could I do that at school with only writing tools, and the HEK tools with no tags?..
Quote: --- Original message by: Gruntman11
i have a cool script you could make. i have an xbox 360 controller for PC. can u make a script like in h2, when u lightly press the left analogue stick (AKA moving stick) u walk forward. it's great for machinmania and cool to do.

might be able to do it for SP, but dont controllers work defaultly for SP? I know they do for HPC SP, idk about HCE SP
Quote: --- Original message by: teh ganon
i want your radio script for Disco V3

the one for each player (witch will be kinda buggy unless only the host controls it)
or the one in teh pause menu?
well, ill talk to you after school, and ill fix it up the best I can and release it
Quote: --- Original message by: smackatar
i'd love one, can you make a action script. if i like it would u like to be my script writer

whats the "action"? you havnt defined anything in this post. and I dont wana be your script writer, when im at home, im busy, and while im at school, ill be writing random scripts, and tutorials
Quote: --- Original message by: SGWraith
I have an idea for you Orange Geko.

I've been wondering about the possibilities of a pause menu widget that would allow for voting on (sv_map_reset) and (sv_map_next) for those servers that don't have admins around all the time.

This would only benefit servers that ran maps with that built-in so the application is kinda limited to only new maps of course.

that could work (might have quite afew flaws..), but the map would need to have its maps pre-set into the script, so it wouldnt be that large a variaty, and it would be the person who made the map that choice witch ones


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 7, 2007 12:56 PM    Msg. 10 of 44       
Quote: --- Original message by: Orange_Geko
Quote: --- Original message by: SGWraith
If you have lots of free time, Orange Geko, perhaps you would like to collaborate with me on making new gametypes?

I said scripts.. not game types


I didn't mean the gametypes you make with Halo's gametype editor since I'm using scripts to create them, to prevent cheating, etc. It would involve some sapien work, scripting, and being able to detect via the script whether or not appropriate normal gametypes were running before allowing the scripted gametype to run. Your call though, if you're not interested thats fine. Once I have something to show I'll make a wip to explain better what I was trying to do.

Quote: --- Original message by: Orange_Geko
Quote: --- Original message by: SGWraith
I have an idea for you Orange Geko.

I've been wondering about the possibilities of a pause menu widget that would allow for voting on (sv_map_reset) and (sv_map_next) for those servers that don't have admins around all the time.

This would only benefit servers that ran maps with that built-in so the application is kinda limited to only new maps of course.

that could work (might have quite afew flaws..), but the map would need to have its maps pre-set into the script, so it wouldnt be that large a variaty, and it would be the person who made the map that choice witch ones

Voting on specific maps and gametypes would take a lot of work and would indeed be fairly limiting - you would have to re-release a map if you wanted to change the options. A community made map rotation by voting would be neat, but even more complicated.

If you made the rotation yourself though and included only the self-admin maps with sv_next that would give players enough control so that if they didn't like a gametype/map combo they could skip it instead of waiting for it to finish. The restart and next map commands seemed the most useful but if you see some other directions for it to go, go ahead and try it.

Vote banning/kicking would be useful but to have a ton of noobs vote kick/ban you out of your own dedicated server would be quite lame so I think that one would not work out.

A way to turn voting on or off is fairly important. I would use a vehicle that spawned only when requested by a custom gametype so voting is off by default. I think I mentioned that already but not very clearly.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 7, 2007 01:54 PM    Msg. 11 of 44       
Quote: --- Original message by: Tarzan
Wraith - I don't think you can make Territories without some method of telling what team a player is on. And I don't think that's possible with HSC. I"m pretty sure that in team games the team index of the player isn't retrievable, but is hard-coded into the engine.


I half expected that to be the case but I sorta have a way around it.

I will create a seperate spawn area for each team in King (but without setting any king netgame flags) with some trigger volumes. I will then have scripts running that will instantly teleport the player onto the field and set fake team indexes in my globals for use in my scripts.

The only difficulty would be that the script wouldnt care if the gametype was ffa or team and I could get some messed up stuff happening. However, since a lot of my ideas depend on knowing the teams I don't really have any other choice. :/

Edited by SGWraith on Sep 7, 2007 at 02:08 PM


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 7, 2007 02:33 PM    Msg. 12 of 44       
Quote: --- Original message by: Tarzan
Wraith - I don't think you can make Territories without some method of telling what team a player is on. And I don't think that's possible with HSC. I"m pretty sure that in team games the team index of the player isn't retrievable, but is hard-coded into the engine.

(sleep_until (= (unit_get_health (unit (list_get (players) 0))) -1)) (sleep_until (= (unit_get_health (unit (list_get (players) 0))) 1)) (if (= (volume_test_object redvolumetrigger (unit (list_get (players) 0))) 1) (set player0red 1)), ect.. lol (then I have to think up a syncing script for that, and so that it updates with joining and leaving people..)

but I havnt played H2 much anyways, so I wouldnt know how to set em up, most of it would be up to you
(also, if you wana understand that script.. if the player was dead, and then wasnt, and then when he respawned, if hes in a volume trigger on red, he is labeled threw global variables as a red)


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 7, 2007 02:40 PM    Msg. 13 of 44       
If you did something like EHS's Is_Server sync for the spawn vehicle script, would that be useful for this team_index script?


On another note, this command wouldn't be of much use for anything would it? As I've noticed its not player specific:

(change_team <short>)

*edit*

I don't actually play that much H2 either, though I have found sites that explain how those games are supposed to work (like zombies, etc): http://ganai.com/archives/2005/02/20/halo-2-custom-game-types/

*edit2*
You mentioned something about a metroid gametype script somewhere, I'd be interested in hearing more about that.
Edited by SGWraith on Sep 7, 2007 at 02:42 PM
Edited by SGWraith on Sep 7, 2007 at 02:44 PM


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 7, 2007 02:54 PM    Msg. 14 of 44       
Quote: --- Original message by: SGWraith
If you did something like EHS's Is_Server sync for the spawn vehicle script, would that be useful for this team_index script?


On another note, this command wouldn't be of much use for anything would it? As I've noticed its not player specific:

(change_team <short>)

*edit*

I don't actually play that much H2 either, though I have found sites that explain how those games are supposed to work (like zombies, etc): http://ganai.com/archives/2005/02/20/halo-2-custom-game-types/

*edit2*
You mentioned something about a metroid gametype script somewhere, I'd be interested in hearing more about that.

1)I havnt looked at it, but it probly just uses a list_count (players) that checks if players is higher than the global variable that is set to the last known player number.
that wouldnt work since when players are dead, they arnt marked as dead. they are marked as DESTROYED lol, so they arnt counted in the list, so it would have glitchs in teh player counting anytime a player died or spawned.

2)I already had a solution to team setting

3)ill look at that later

4) Morphball script.. when you press flashlight, you curl up into morphball.

why dont you talk to me on Xfire or something? (cant use anything here at school though lol)
Xfire: orangegeko
MSN: kirby__422@hotmail.com (yes, its differnt then my E-mail, my e-mail only has one _ lol)
and I dont use my AIM as much, so I wont bother with it (besides, you probly have Xfire anyways)


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 7, 2007 03:19 PM    Msg. 15 of 44       
Quote: --- Original message by: Orange_Geko
Quote: --- Original message by: SGWraith
If you did something like EHS's Is_Server sync for the spawn vehicle script, would that be useful for this team_index script?


1)I havnt looked at it, but it probly just uses a list_count (players) that checks if players is higher than the global variable that is set to the last known player number.
that wouldnt work since when players are dead, they arnt marked as dead. they are marked as DESTROYED lol, so they arnt counted in the list, so it would have glitchs in teh player counting anytime a player died or spawned.


Actually, it doesn't use the list_count at all.

The key part is that there is a vehicle named "check_vehicle" that is destroyed by the server (or the host) at map startup. A variable called Is_Server is then set to true. No other player will have Is_Server set to true because Check_vehicle will already have been destroyed.

Using that, we can have scripts that only run on the host or server. This isn't always beneficial for some scripts but is handy for syncing.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 8, 2007 12:27 AM    Msg. 16 of 44       
Jay was working on one so yes its possible.


tygron
Joined: Jan 16, 2006

Furry and proud :3


Posted: Sep 8, 2007 12:31 AM    Msg. 17 of 44       
I thought kirby already made one.... no wait I think that was Bacon.


tygron
Joined: Jan 16, 2006

Furry and proud :3


Posted: Sep 8, 2007 12:47 AM    Msg. 18 of 44       


I want some soooooo bad right now.... anyway they are two different people so it couldn't be.

I think Bacon said it didn't work to well or something like that.

Oh and here's an "advertisement" but it's not an advertisement.... sorta.

BAREY'S BACON EAT IT NOW! EAT IT EAT IT! now comes in microwavable versions! (you will know soon enough..... when RC (the crazy director who's almost done with a script for episode one of a mishinima we are making) gives me that script and stuff.... but you may have to wait till ep 2 iduno..... ok kirby sorry about the slight thread jack....)


Rhydgaled Publications
Joined: May 10, 2007

I have many questions (can't fit URL in though)


Posted: Sep 8, 2007 06:04 AM    Msg. 19 of 44       
Quote: --- Original message by: Tarzan
360 controllers work perfectly fine for SP & MP on CE & PC.... you just need the drivers. And it even supports the slight movement thing....


When I play HALO 1 XBOX on my XBOX 360 the slight movment does make you move slower but it still has the animation of Master Cheif runing not walking.


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 8, 2007 03:49 PM    Msg. 20 of 44       
Quote: --- Original message by: smackatar
oh yea, it's geko im talking to isnt you r such a let down you know

next time you are trying to insault someone, talk english please.. idk if your trying to insault me, or them for all their spam lol

ok, I guess when I got back to school on monday, ill work on a syncing destroyable vehicle script, cause im sure everyone wants that public lol. then ill look try to contact the person who has the vehicle boarding script to see if hes almost done or what to see if I should try to beat him to it :P then I guess ill rework my aquatic script that didnt work (it can have many uses, the use I think you people will use it for is H3 water stuff where the vehicles go slower.. my use is for making a vehicle that acts like a hog on land, and banshee underwater :P)

well, stop spaming and get ontopic people lol


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 8, 2007 04:36 PM    Msg. 21 of 44       
Kirby, about that aquatic vehicles script... Is it possible to make it so it can't go on land at all, and only in water... Like a submarine??


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 8, 2007 04:38 PM    Msg. 22 of 44       
One way to do boats involved setting a plane which vehicles couldn't go lower then. If you reversed that, I think you would be able to stop it from going on land.


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 8, 2007 04:42 PM    Msg. 23 of 44       
yea... Like a vehicle ceiling... Also I'd have to figure out how to make it float... So you can like get out and walk onto land or something with it lol


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 8, 2007 04:45 PM    Msg. 24 of 44       
The boats float because they are ontop of the water plane, not sure how you would get an aquatic vehicle to float and still be able to dive underwater. :/


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Sep 8, 2007 04:46 PM    Msg. 25 of 44       
I don't mean float like a boat would, I just need it to stay completely still when nobody is driving it.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 8, 2007 04:50 PM    Msg. 26 of 44       
And not sink? Would take some work but might still be possible, esp if you can effect the z axis of a vehicle but I'm not sure thats possible.

I found an interesting glitch on pemba. There is a vertical plane that prevents vehicles from leaving the red hog spawn area. I found it ages ago but recently remembered it when I was thinking about how to make a forcefield like the ones in H3 Snowbound.


tygron
Joined: Jan 16, 2006

Furry and proud :3


Posted: Sep 9, 2007 01:38 AM    Msg. 27 of 44       
I know how to make a submarine... ok take the boat thing but backwards. Then make the sub able to fly. Then place the seats get in markers above where the water going to be. Or if possible make the area for the driver seat bigger than normal and have the other seats (if any) bigger than normal.

In theory it would work. You can thank me if it actually works.... however this thinking (to me) is more comon sence than anything (as soon as I read the part "like a submarine" in your other post I knew how to do it..... I find that cool.) If this has been tried (doubt it) then sweet I just figured something new to do that would milk ... i mean get more life out of CE.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 9, 2007 01:51 AM    Msg. 28 of 44       
The sub is a neat idea, but I don't think you can change how the seats work. Moving the seats up the z axis isn't a good idea.. You may be able to get in it while it is underwater, but if it surfaced the seats would be way up in the air out of reach.


tygron
Joined: Jan 16, 2006

Furry and proud :3


Posted: Sep 9, 2007 02:03 AM    Msg. 29 of 44       
thats why you make the driver go down before he picks you up.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 9, 2007 02:05 AM    Msg. 30 of 44       
Then how would the driver get in? Also, I'm not sure if you can seperate the entry point of the seat and the seat it self. You would look kinda silly way up in the air unless it had you do a swimming animation, lol.


tygron
Joined: Jan 16, 2006

Furry and proud :3


Posted: Sep 9, 2007 02:37 AM    Msg. 31 of 44       
The point that you go to to get in the vehicle is diffenent to where the player sits.... way different. Heck if you wanted to you could make the vehicle entrypoint halfway across the map but that would be stupid.


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Sep 12, 2007 11:53 PM    Msg. 32 of 44       
I was thinking up some random scripts, like a acid script to drop max posible health like your armor is melted away, and it will drop depending on how much health you have left, because imagin having holes in your armor.. acid would effect you depending on how much your defence is still up, and if you have a hole, it will effect you that much worse.

I acualy already wrote this script, I just wana test it first before showing you guys.
(idk how well this will sync.. since health syncs, you'd think it would sync, but idk since its tweaking the max health..)


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 13, 2007 04:10 PM    Msg. 33 of 44       
Quote: --- Original message by: Caboose117
Kirby, about that aquatic vehicles script... Is it possible to make it so it can't go on land at all, and only in water... Like a submarine??


mb if u make a huge hole so they dont get out would be fine enough lol


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Sep 13, 2007 10:51 PM    Msg. 34 of 44       
If you looked at the EasyHaloScripterV2 you'd find sample scripts for a bunch of stuff like - maybe not the wireframe thing, but the deathbox detects players for example so you could start with code from that and change it from killing the player to doing the wireframe thing. The scenery tricks like PspawnS should be something like what you were looking for, though you'll need to tie in your ai commands in yourself.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Sep 17, 2007 02:51 PM    Msg. 35 of 44       
Quote: --- Original message by: ILLEGALLcheatsMAN
i want a script that if you go into a trigger volume,it makes only your screen wirefram,and if you go into another trigger volume,it changes it back
wireframe cant target a player
or,can you make one to make a scenery disappear and spawn an ai encounter?
volume trigger, if =1, object_destroy blah, AI_place blah
but then how would i stop the ai encounter in the first place?
not placed automaticly flag

read teh RED

anyways, ill go test a few scripts I wrote up when I get home today, I should have be releasing a perfect botbreaker script today, I did give Hdoan it witch he didnt set up right so it didnt work very well, but now I have a even beter system that should snap it now eitherway.. only isue is that idk what versions of aimbot it will fry.. the one I was givin to test all the antibot scripts a long time ago seems to be the origenal zelda testing one.. (mainly because it has Z-targeting writen all over lol) idk if newer versions are as suseptible to breaking.. but acleast the script will acleast make em spaze alot if theirs can handle it lol

 
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