A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »i need a scripters help.

Author Topic: i need a scripters help. (20 messages, Page 1 of 1)
Moderators: Dennis

jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 03:04 PM    Msg. 1 of 20       
i want explosions to blow up in random places kinda like a mortar fire. how would i go upon making this script?


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 03:24 PM    Msg. 2 of 20       
dang i wish i knew what u were talking about. 7r4n514t3r pl0x?

did somebody say TUT TIM!

i gave u ur 460th scripting tut dl kirby.
Edited by jjwk544 on Mar 5, 2008 at 03:26 PM


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 03:40 PM    Msg. 3 of 20       
if i have a bunch of different flags how can i get it to go to all of them?


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 03:53 PM    Msg. 4 of 20       
i dont want them to all go off at the same time though, i have 13 flags named mortarfire1-13 do i copy and paste the lower half of the script change the number after the flag name and then change the sleep time?

edit 1: ummmmm i 4got what i was gonna say...
Edited by jjwk544 on Mar 5, 2008 at 03:54 PM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Mar 5, 2008 04:07 PM    Msg. 5 of 20       
Quote: (script continuous <name of script>
(effect_new "vehicles\scorpion\shell explosion" "<flag name>")
(sleep 300)
)
Quote: i have 13 flags named mortarfire1-13 do i copy and paste the lower half of the script change the number after the flag name and then change the sleep time?


Yes, so like,

(script continuous mortarfires
(effect_new "vehicles\scorpion\shell explosion" "<flag 1 name>")
(sleep 60)
(effect_new "vehicles\scorpion\shell explosion" "<flag 2 name>")
(sleep 90)
)


Ok so after 2 seconds the first flag will explode then 3 seconds after the first flag has exploded flag 2 will explode, you can add to that all the way up to flag 13 with different times.

remember 30 = 1 second
Edited by H Guru on Mar 5, 2008 at 04:08 PM


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 5, 2008 04:25 PM    Msg. 6 of 20       
Randomize it

(begin_random <expression(s)>) evaluates the sequence of expressions in random order and returns the last value evaluated.

(begin_random
(begin
(effect_new "vehicles\scorpion\shell explosion" <flag 1>) ;; <-- no quotes on flag
(sleep (random_range 1 150)) ;;<-- wait between 1/33 to about 5 seconds
)
(begin
(effect_new "vehicles\scorpion\shell explosion" <flag 2>) ;; <-- no quotes on flag
(sleep (random_range 1 150)) ;;<-- wait between 1/33 to about 5 seconds
)
etc.
)


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 05:36 PM    Msg. 7 of 20       
here is my script tell me if it will work, what needs to be fixed. it is in notepad, what filetype do i save it as?

(script continuous mortarfires
(effect_new vehicles\scorpion\shell explosion <mortarfire1>)
(sleep 100)
(effect_new vehicles\scorpion\shell explosion <mortarfire2>)
(sleep 200)
(effect_new vehicles\scorpion\shell explosion <mortarfire3>)
(sleep 300)
(effect_new vehicles\scorpion\shell explosion <mortarfire4>)
(sleep 400)
(effect_new vehicles\scorpion\shell explosion <mortarfire5>)
(sleep 500)
(effect_new vehicles\scorpion\shell explosion <mortarfire6>)
(sleep 600)
(effect_new vehicles\scorpion\shell explosion <mortarfire7>)
(sleep 700)
(effect_new vehicles\scorpion\shell explosion <mortarfire8>)
(sleep 800)
(effect_new vehicles\scorpion\shell explosion <mortarfire9>)
(sleep 900)
(effect_new vehicles\scorpion\shell explosion <mortarfire10>)
(sleep 1200)
(effect_new vehicles\scorpion\shell explosion <mortarfire11>)
(sleep 1300)
(effect_new vehicles\scorpion\shell explosion <mortarfire12>)
(sleep 1400)
(effect_new vehicles\scorpion\shell explosion <mortarfire13>)
(sleep 1500)
)


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 5, 2008 05:40 PM    Msg. 8 of 20       
save as "data\levels\<the map's folder>\scripts\<whatever>.hsc"

it's gonna be like "BOOM! BOOM!... BOOM!...... BOOM!............ BOOM!........................ BOOM!................................................ BOOM!................................................................................................ BOOM!................................................................................................................................................................................................

try the (sleep (random_range )) thing
Edited by bobbysoon on Mar 5, 2008 at 05:41 PM


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 05:48 PM    Msg. 9 of 20       
if my file is past that i can put it in my tags\levels folder right? right now i just wanna test my beautiful first script on a map thats already that far.

my map is already that far that i want it in.

it didnt work.
Edited by jjwk544 on Mar 5, 2008 at 05:51 PM
Edited by jjwk544 on Mar 5, 2008 at 06:38 PM


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 5, 2008 06:50 PM    Msg. 10 of 20       
if it was, for example, blood gulch you were making a script for (i know, its not), the scenario would be at:
tags\levels\test\bloodgulch\bloodgulch.scenario
and the script would be at:
data\levels\test\bloodgulch\scripts\bloodgulch.hsc

once it's there, open the scenario in Sapien, and Compile Scripts from the File menu (or press Shift+Ctr & C)

If there's no errors reported, and it says "Scripts Compiled", either it didn't compile anything, or it compiled without problems
So, to make sure it was compiled, open the scenario in Guerilla and look at Scripts and Source Files, near the bottom


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 5, 2008 06:54 PM    Msg. 11 of 20       
tags\levels\ownage_zone\scripts\mortarfires1.hsc i opened my scenario and hit compile scripts sure enough in the bottom left corner it says, script compiled. in guerilla my script isnt there. my flags are under cutscene flags in guerilla, thats where they should be right? well anyway help?


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 5, 2008 07:24 PM    Msg. 12 of 20       
Quote: --- Original message by: jjwk544
tags\levels\ownage_zone\scripts\mortarfires1.hsc i opened my scenario and hit compile scripts sure enough in the bottom left corner it says, script compiled. in guerilla my script isnt there. my flags are under cutscene flags in guerilla, thats where they should be right? well anyway help?
try data\levels\ownage_zone\scripts\mortarfires1.hsc


NapalM
Joined: Jul 8, 2007

keke


Posted: Mar 5, 2008 07:35 PM    Msg. 13 of 20       
Try levels\ownage_zone\scripts\mortarfires1.hsc


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 8, 2008 08:58 PM    Msg. 14 of 20       
so i did that and compiled now i got an error.

[mortarfires1 line 2] this is not a reference to an effect tag.: vehicles\scorpion\shell explio...
recompiling scripts after scenarios were merged.
[mortarfires1 line 2] this left parenthesis is unmatched.: (script continuos mortarfires1


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 8, 2008 10:25 PM    Msg. 15 of 20       
add a line something like this:

(global effect boom "vehicles\scorpion\shell explio...")

and use 'boom' in the script


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 8, 2008 11:22 PM    Msg. 16 of 20       
Quote: --- Original message by: bobbysoon
add a line something like this:

(global effect boom "vehicles\scorpion\shell explio...")

and use 'boom' in the script
??????????? 7r4n5l4t3r pl0x


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 9, 2008 12:19 AM    Msg. 17 of 20       
exactly ;)
you're getting it!


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 9, 2008 10:39 AM    Msg. 18 of 20       
Quote: --- Original message by: bobbysoon
add a line something like this:

(global effect boom "vehicles\scorpion\shell explio...")

and use 'boom' in the script


Actually, he doesn't have to do that, but it does make it easier. His problem is that he never added a reference to it in the scenario. Download Kornmann's guerilla V2 and then open your scenario with it. Scroll down to the "References" block and add your "vehicles\scorpion\etc." effect tag to it, then save. That should let the scripts compile.


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Mar 9, 2008 01:00 PM    Msg. 19 of 20       
ummmmmmm. what?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 9, 2008 02:41 PM    Msg. 20 of 20       
Quote: --- Original message by: jjwk544
ummmmmmm. what?


To clarify: First, download this:
http://hce.halomaps.org/index.cfm?fid=1422
Do you know how, in Guerilla, some fields are grayed out and you have no access to them? This Guerilla makes most of them accessible. One of these fields is "References" in the scenario tag when you open it with this Guerilla. In order for your effect tag to be accessed by the script, you need to have the tag selected in the "References" section of Guerilla. So, open up Kornmann's Guerilla (the one you just downloaded), and open up your .scenario tag. Scroll down to the "References" block and add your effect tag to it, then save. That should let the scripts compile, so try compiling your scripts again once you've done this.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 5:01 AM 109 ms.
A Halo Maps Website