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Author Topic: Scripter for hire! (72 messages, Page 1 of 3)
Moderators: Dennis

DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 1, 2008 12:13 PM    Msg. 1 of 72       
If you need any scripting done, feel free to PM me or post here, and I'll make a script for you.

(script startup obj_1
(sleep_until (= (ai_living_count red_lower_level) 0) 15)
(sound_impulse_start sound\dialog\a50\a50_520_cortana none 1)
(sleep 70)
(sound_looping_start "levels\b40\music\b40_01" none 1)
(vehicle_load_magic banshee1 "driver" (ai_actors r_outside_middle/banshee_driver1 ))
(vehicle_load_magic banshee2 "driver" (ai_actors r_outside_middle/banshee_driver2 ))
(vehicle_load_magic wraith3 "driver" (ai_actors blue_base_defense/wraith_driver1 ))
(vehicle_load_magic wraith4 "driver" (ai_actors blue_base_defense/wraith_driver2 ))
(vehicle_load_magic wraith5 "driver" (ai_actors blue_base_defense/wraith_driver3 ))
(vehicle_load_magic turret1 "gunner" (ai_actors blue_base_defense/gunner_1 ))
(vehicle_load_magic turret2 "gunner" (ai_actors blue_base_defense/gunner_2 ))
(vehicle_load_magic turret3 "gunner" (ai_actors blue_base_defense/gunner_3 ))
(vehicle_load_magic banshee3 "driver" (ai_actors blue_base_defense/banshee_driver1 ))
(vehicle_load_magic banshee4 "driver" (ai_actors blue_base_defense/banshee_driver2 ))
(sleep 40)
(activate_team_nav_point_flag default default obj1 .6)
(ai_place outside_r_close)
(sleep_until (= (ai_living_count outside_r_close) 0) 15)
(device_set_power tunnel_r_entrance 1)
(activate_team_nav_point_object default player tunnel_r_entrance .6)
(sleep_until (volume_test_objects turnoffdoornav (players)) 5)
(deactivate_team_nav_point_object player tunnel_r_entrance)
(ai_command_list zealot_tunnel zealothide)
(sleep 170)
(device_set_power shieldroom_door2 0)
(sleep_until (volume_test_objects enterflood (players)) 5)
(cinematic_show_letterbox true)
(cinematic_set_title theflood)
(sleep 90)
(cinematic_show_letterbox false)
(effect_new "effects\explosions\large explosion no objects" flood_door_boom)
(object_destroy flood_door)
(ai_place flood_tunnel)
(device_set_power b_tunnel_exit 1)
(ai_allegiance player sentinel)
)

(script startup cutscene
(sleep_until (volume_test_objects cutscenestart (players)) 5)
(fade_out 1 1 1 30)
(player_enable_input 0)
(sleep 60)
(volume_teleport_players_not_inside hide hideplayers)
(cinematic_start)
(cinematic_show_letterbox 1)
(object_create_anew chief)
(object_create_anew deadman)
(camera_control 1)
(camera_set cam1 0)
(sleep 30)
(fade_in 1 1 1 30)
(ai_attach chief cinematic1)
(ai_attach deadman cinematic1)
(ai_command_list_by_unit chief cyborgkill)
(sleep 60)
(camera_set cam2 0)
(sleep 30)
(camera_set cam3 0)
(ai_command_list_advance_by_unit chief)
(sleep 30)
(camera_set cam4 0)
(sleep 30)
(ai_command_list_advance_by_unit chief)
(sleep 30)
(unit_kill deadman)
(sleep 60)
(fade_out 1 1 1 30)
(sleep 30)
(object_destroy chief)
(camera_control 0)
(volume_teleport_players_not_inside hide showplayers)
(cinematic_show_letterbox 0)
(cinematic_stop)
(sleep 30)
(fade_in 1 1 1 30)
(player_enable_input 1)
)

(examples of some scripting)

I'm also open to teach anyone here how to script.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Apr 1, 2008 03:01 PM    Msg. 2 of 72       
wow impressive, i am sure someone will need your help. For those who want to know how to script i would take him up on this offer.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 1, 2008 03:57 PM    Msg. 3 of 72       
Good scripting. ai_actors is a very powerful command. There are a lot of possibilities when you can reference an encounter as an object list.

Just so you know, it's redundant to use "cinematic_show_letterbox" and "player_enable_input" if you're using "cinematic_start" and "cinematic_stop" because they already include the use of those functions. The "start" command activates the letterbox and disables input, and the "stop" command reverses that.


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 1, 2008 05:01 PM    Msg. 4 of 72       
Quote: --- Original message by: Me KS
Good scripting. ai_actors is a very powerful command. There are a lot of possibilities when you can reference an encounter as an object list.

Just so you know, it's redundant to use "cinematic_show_letterbox" and "player_enable_input" if you're using "cinematic_start" and "cinematic_stop" because they already include the use of those functions. The "start" command activates the letterbox and disables input, and the "stop" command reverses that.


Thanks. It's useful to know that. I forgot all about those, so I used two other commands. Oh well.

ai actors is one of my favorite uses, because using it, I can tell AI to enter vehicles, and do much more.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 1, 2008 07:14 PM    Msg. 5 of 72       
My favorite uses for ai_actors involve referring to bipeds in an encounter individually in a similar way used to refer to players: "(list_get (ai_actors <blah>) #)".

I especially like to watch from their point of view: "camera_set_first_person (unit (list_get (ai_actors <blah>) #))".

This is probably how the sightjacker works, but by editing memory values to match what the command would change.

Also, it's pretty addicting to resize things, especially AI: "object_set_scale (list_get (ai_actors <blah>) #) 0.5 1". That would shrink an AI to half size in one tick.

These commands can work for players, too.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Apr 1, 2008 08:27 PM    Msg. 6 of 72       
hey,
new to cutscenes, i've done two."(camera_set cam2 0)" what does the 0 mean?
just one more, thing, what is the command to play the them music?


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 1, 2008 08:37 PM    Msg. 7 of 72       
The zero is how long it takes to go to the camera view.
To play music is (sound_looping_start <sound> <object> <short>).


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 1, 2008 08:43 PM    Msg. 8 of 72       
Quote: --- Original message by: Ki11a_FTW
this isnt advanced scripting, its basic commands mostly


Where does it say that this was "advanced scripting"?

Also, what you consider advanced and what others consider advanced can be very different. It's a relative factor. So, if you're going to say that, at least provide your example of "advanced scripting", so others can possibly learn more about scripting from it.


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 2, 2008 08:13 AM    Msg. 9 of 72       
Another scripting example, this one is for a simple exploding effect. If you've played Halo 3...

[--->SPOILER BELOW<---]
On the last level Halo, after you kill 343 Guilty Spark, you start to notice explosions everywhere and the ground shaking. I tried to mimic the effect.

The script:
(script continuous finalstand
(begin
(player_effect_set_max_translation 0.01 0 0.02 )
(player_effect_set_max_rotation 0.1 0.1 0.2 )
(player_effect_set_max_rumble 0.5 0.3 )(player_effect_start (real_random_range 0.7 0.9 )0.5 ))
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp1)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp2)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp3)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp4)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp5)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp6)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp7)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp8)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp9)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp10)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp11)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp12)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp13)
(sleep (real_random_range 40 130 ))
(effect_new "explosions\explosion medium" exp14)
)
)

Feel free to use this script, and to set up just place 14 flags with the name "exp<1-14>" anywhere you want. Then compile.
Edited by DarkZealot on Apr 2, 2008 at 08:15 AM


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 2, 2008 04:25 PM    Msg. 10 of 72       
ive got halo3 but how do u get the explosions placed in the map?
do u just need the script?
or is there something else you need to do?

also i need the script for using checkpoints in maps(checkpoint_done etc.)
and for puting objectives so it appears on the top left and in the pause menu?
please????


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 2, 2008 05:34 PM    Msg. 11 of 72       
Let's go one by one.

Explosions, you need to place flags where you want them. Name them exp1 and exp2... all the way to 14.

Checkpoints: (game_save).

Objectives: (hud_set_help_text <HUDMSG>), and (hud_set_objective_text <HUDMSG>.)
First one is for the non-pause, second is in the pause menu.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 2, 2008 06:15 PM    Msg. 12 of 72       
so for game save u just type:
cinematic_set game_save
sleep 250

amd still dont understand objectives

could you write it as a script format with the game_save as the start and the objectives at the end
the objectives im trying to put in game are:
-destroy the scarab
-escape the desert
-protect the humans


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 2, 2008 06:28 PM    Msg. 13 of 72       
Okay.

(script startup mission1
(game_save) ;;saving...
(show_hud_help_text true)
(hud_set_help_text obj1)
(hud_set_objective_text obj1)
(sleep 600)
(hud_set_help_text obj2)
(hud_set_objective_text obj2)
(sleep 600)
(hud_set_help_text obj3)
(hud_set_objective_text obj3)
)

You need to create a hud message tag for the HUD messages. Search, you'll eventually find my post.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 2, 2008 07:09 PM    Msg. 14 of 72       
ok so if i want diferent objectives then make a uncode string index in string list editor and depending on the string index is the number after obj
eg.(3)destroy the scarab(string index 3)

id write:.................obj3
and so on? and thanks for the scripting help i can do multiplayer scripting such as cutscenes and
chgapter titles but not solo scripting...which reminds me what the script for making ai spawn at
different times coz that help on my map otherwise ai would kill each other before i reach them ingame
(does it incluse trigger volumes


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 2, 2008 07:12 PM    Msg. 15 of 72       
Sure. Pretty simple.

Just place a biped, and name it alma, and place a flag under it called 'almasmoke'.

(script startup alma dissapear
(sleep_until (objects_can_see_object players alma 90))
(effect_new "explosions\large explosion no objects" almasmoke)
(sleep 60)
(object_destroy alma)
)

Try it.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 2, 2008 09:58 PM    Msg. 16 of 72       
Quote: --- Original message by: DarkZealot
Sure. Pretty simple.

Just place a biped, and name it alma, and place a flag under it called 'almasmoke'.

(script startup alma dissapear
(sleep_until (objects_can_see_object players alma 90))
(effect_new "explosions\large explosion no objects" almasmoke)
(sleep 60)
(object_destroy alma)
)

Try it.


(script startup alma dissapear
(sleep_until (objects_can_see_object (players) alma 35))
(effect_new_on_object_marker "explosions\large explosion no objects" alma "marker name")
(sleep 60)
(object_destroy alma)
)


Here's a version of that script where it doesn't matter where the biped is, because it creates the effect on the biped. That way, you're not forced to keep it still over a cutscene flag and can now attach AI to it, among other things. You just need to specify a marker near the middle of the biped.

Also, I'm pretty sure that the <degrees> in "objects_can_see_object" is half of the field of view. The FOV is 70, so I put 35. Otherwise, it would explode without you seeing it.


Pingvinz
Joined: Dec 4, 2007


Posted: Apr 3, 2008 09:41 AM    Msg. 17 of 72       
How would you use the command " unit_kill "?


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 3, 2008 10:09 AM    Msg. 18 of 72       
unit_kill (unit (list_get (players) #))


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 3, 2008 04:45 PM    Msg. 19 of 72       
on my scarab war map at the end i have a big fight with cyborgs, marines,covie,banshees etc.
how would i make it so my ai spawn just before i reach that area so i dont see the ai spawn
and not to late so the ai just kill each other without me.....
that would be good help for this map..


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 3, 2008 04:56 PM    Msg. 20 of 72       
First, make a trigger volume, call it enc_1. Place it where you want the player to pass before they [the AI] spawn.

(script static "void" enc_1
(sleep_until (volume_test_objects enc_1 (players)) 5)
(ai_place <encounter>)
)
Edited by DarkZealot on Apr 3, 2008 at 04:56 PM


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 3, 2008 05:36 PM    Msg. 21 of 72       
(script startup music_01
(sleep_until (volume_test_objects music01 (players)) 5)
(sound_looping_start "levels\a10\music\a10_01" none 1)
)

If you need more help, just go to http://gcthalo.freeforums.org/ and post.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 3, 2008 05:42 PM    Msg. 22 of 72       
but trigger volumns are small(just big enough for only 1 biped to pass through)and my whole map doesnt get that small at any point(a gmax problem) would it still work if i make heeps of t.v lined up with the same name..and would the script make just 1 t.v work or do i need to copy it for every different t.v?

and for when you wrote in the script<encounter>do i need to make a completely new encounter for that area that the script is for or can i stay with the 1 encounter thats on the rest of the map?
Edited by sierra117 on Apr 3, 2008 at 05:45 PM


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 3, 2008 05:50 PM    Msg. 23 of 72       
You can resize the trigger volumes, just like in Max. You can "extrude" each side, pushing it in and out.

Just use the encounter you've created, and place it's name there.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Apr 4, 2008 11:50 PM    Msg. 24 of 72       
hey,
why won't this work?

(script startup music
(begin
(sleep_until (volume_test_objects music (players)) 15)
(sound_impulse_predict sound\cryptic 1)
(sound_impulse_start sound\cryptic none 1)

))


Advancebo
Joined: Jan 14, 2008


Posted: Apr 4, 2008 11:58 PM    Msg. 25 of 72       
IS there a script for that light that shoots into the air? Like in infinity?


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Apr 5, 2008 12:01 AM    Msg. 26 of 72       
animated scenery I would suppose...


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 5, 2008 09:55 AM    Msg. 27 of 72       
It's a device_machine called beam emitter, and it's from a30 or the Infinity folder.

@Yukon: You need to put quotes around the sound tags. Like "sound\blah".
Edited by DarkZealot on Apr 5, 2008 at 09:56 AM


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Apr 5, 2008 02:04 PM    Msg. 28 of 72       
I did, it doesn't make a difference.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 5, 2008 02:57 PM    Msg. 29 of 72       
Quote: --- Original message by: yukonmuffin
I did, it doesn't make a difference.


You have an extra parentheses at the end.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Apr 5, 2008 05:55 PM    Msg. 30 of 72       
how do u resize the trigger volumns? and for the end of my map i have the mc fly off in a
banshee with 1 cut camera point...
whats the script to make it wait till i get to the end of the level like in the level biohalo it waits
till everyone has died.


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 9, 2008 07:25 PM    Msg. 31 of 72       
(sleep_until (= (ai_living_count <AI>) <short>) 15)

Replace AI with the encounter/squad and the short with how many should be dead (0 = 100%).


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Apr 10, 2008 12:08 AM    Msg. 32 of 72       
This is my exact script:
(script startup music
(begin
(sound_impulse_predict "sound\cryptic\heyjude" 1)
(sleep_until (volume_test_objects music (players)) 15)
(sound_impulse_start "sound\cryptic\heyjude" none 1)

))


the directory for the music is tags\sound\cryptic\heyjude.sound
I tested the sound in guerilla and it works just fine, nice quality too.
but in-game, it's just not doing anything when I go into the trigger volume, not even if I stay there for a while (even tho it should only take 1/2 of a second)


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Apr 10, 2008 07:02 PM    Msg. 33 of 72       
The script is correct too, so try Cheat's idea.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Apr 13, 2008 02:00 AM    Msg. 34 of 72       
I'm in a hotel in yellowknife on a psp. I'll try this next week. thx for the help!


HDoan
Joined: Feb 19, 2007

"'Tis only happens to them Asians" - ODX 2008


Posted: Apr 13, 2008 03:15 AM    Msg. 35 of 72       
Open one of Cortana's sounds from A10 and copy everything from there into your sound.

 
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