
arkaman
Joined: Nov 22, 2007
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Posted: Apr 14, 2008 01:05 PM
Msg. 36 of 72
DarkZelot, would you like to help with the Banjo tooie mod i'm doing?
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Apr 14, 2008 05:21 PM
Msg. 37 of 72
It's still not working. I tried a gear box sound, here is the exact script:
(script startup music (begin (sound_impulse_predict "sound\music\halodos" 1) (sleep_until (volume_test_objects music (players)) 15) (sound_impulse_start "sound\music\halodos" none 1)
))
I made sure the trig. vol. is big, doesn't touch anything and has a matching name to the script.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Apr 14, 2008 05:36 PM
Msg. 38 of 72
Quote: I made sure the trig. vol. is big, doesn't touch anything It doesn't matter if it's touching anything or what size it is. By "not working", do you mean that the script doesn't compile, or that you don't see any results in-game?
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Apr 14, 2008 05:52 PM
Msg. 39 of 72
It compiles, saves and builds the cache just fine. I've just played with it and almost got a result. about 1 out of 9 times I restart the map it plays the middle of the song at a random time, then stops before the end.
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Apr 14, 2008 05:57 PM
Msg. 40 of 72
That's probably something to do with the sound_looping tag for whatever sound you're using, not the script.
Make sure that in that tag, "not a loop" at the top is unchecked. If it starts and then stops in what seems like the "middle" of the song, then under "Tracks", you need to specify a sound tag for "start" and "end". Edited by Me KS on Apr 14, 2008 at 05:57 PM
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Apr 14, 2008 07:51 PM
Msg. 41 of 72
The script does work, I just tried it using one of my H3 sounds, and it works fine.
On a side note, how do you split up a song into multiple parts like the default ones, AKA, lp1, lp2...?
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Apr 14, 2008 08:04 PM
Msg. 42 of 72
Quote: On a side note, how do you split up a song into multiple parts like the default ones, AKA, lp1, lp2...? Create the sound tag before you compile the source sound file with Tool. At the top of the sound tag, check the box that says "split long sound into permutations". When you compile the tag, it will be split into multiple permutations instead of just one. If you already compiled the sound tag, then just re-compile with that checked. No values will be lost. I'm not sure why that's needed, but I do recall that trying to use a sound tag with one long permutation, it wouldn't play through the whole sound, so it's needed.
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Apr 14, 2008 08:20 PM
Msg. 43 of 72
so... I need a sound tag and a .looping tag but the .loop tag has to say "is not a loop"? they don't include that in the tutorials. thank you.
EDIT: What? there are sepret commands for the .sound and the .looping_sound, and the .sound dosn't have a "not a loop" option. Edited by yukonmuffin on Apr 14, 2008 at 08:24 PM
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Apr 14, 2008 08:24 PM
Msg. 44 of 72
No problem, but what I said was this: Quote: Make sure that in that tag, "not a loop" at the top is unchecked Edit: Oh wait a minute, no I'm wrong, sorry. The script refers to a sound tag, not a sound_looping tag. In that case, you don't need a sound_looping tag. So, the only thing I can think of is that something is wrong in your sound tag. Edited by Me KS on Apr 14, 2008 at 08:26 PM
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Apr 14, 2008 08:27 PM
Msg. 45 of 72
quick answer lol
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Apr 16, 2008 06:48 PM
Msg. 46 of 72
Ugh, two of my sound tags are giving me an exception. :\
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Apr 24, 2008 05:08 PM
Msg. 47 of 72
Did you put the scripts in the data folder?
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Apr 24, 2008 09:01 PM
Msg. 48 of 72
is it a peli drop off or pick up?
i think for vehicles its always a script and for pickups it needs a script. but for dropoffs like on b30 when ur on the peli its a recorded animation
well thats what i heard
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Apr 26, 2008 07:06 PM
Msg. 49 of 72
it should be in the directory as the same as the scenario. eg. my map is called launch directory for scenario and bsp is tags/levels/test/launch then i should put the script in the following directory: data/levels/test/launch/scripts.
u do the same thing if the directory isnt in the test folder.
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megahalofan12
Joined: May 21, 2008
Xbox Live/Xfire is: matthewdratt
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Posted: Jun 28, 2008 07:10 PM
Msg. 50 of 72
Is it possible to end an Objective when reached a cut scene or killed a certain encounter?
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 28, 2008 07:43 PM
Msg. 51 of 72
How do I make a certain character talk? I do (sound_impulse_start sound\dialog\marines\fitzgerald\conditional\combat2\groupcomm\alertfriend none 1). But if the certain character is dead, the sound will come from nowhere. How do I make a character talk and move their lips?
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Jun 28, 2008 09:07 PM
Msg. 52 of 72
Use a script like this: sound_impulse_start sound\dialog\marines\fitzgerald\conditional\combat2\groupcomm\alertfriend (unit (list_get (players) #)) 1
It would make the character move their lips, or mouths, if they have a talking animation.
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: Jun 28, 2008 09:56 PM
Msg. 53 of 72
mega bump...
is there a function that controls a biped's invisibility?
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killer kiwi
Joined: Feb 10, 2007
live and let die
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Posted: Jun 29, 2008 02:18 AM
Msg. 54 of 72
Quote: --- Original message by: TheFlyingWarthogplus i want to know how to make pelicans carrying vehicle scripts and vehicle teleports scripts Edited by TheFlyingWarthog on Apr 23, 2008 at 08:48 PM OK I have made a small programme that will make the scripts for you to do this like the pelicains in coldsnap. If you need a tut on how to set them up I will make one for you. You cvan download the programme at http://hce.halomaps.org/index.cfm?fid=2889
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killer kiwi
Joined: Feb 10, 2007
live and let die
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Posted: Jun 29, 2008 02:33 AM
Msg. 55 of 72
Quote: --- Original message by: Dotrage How do you do it in Coldsnap? take a ground vehicle to the lading pad and move it right under the back of pelican. get into the pilots seat of the pelicain and as soon as you do that press q you should have that vehicle attached to the pelicain
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 29, 2008 09:00 AM
Msg. 56 of 72
Quote: --- Original message by: Headhunter09 mega bump...
is there a function that controls a biped's invisibility? (cheat_active_camouflage) It doesn't turn off.
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k9colin
Joined: Mar 24, 2008
Piss Off I'm -BLAM!-ing
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Posted: Jun 29, 2008 01:28 PM
Msg. 57 of 72
I need a script for a map Im working on. Ok basically, I have a motorbike with folded up wings on its sides, and a motorbike with its wings unfolded and spread like a plane's. Now, I wanted to know if I could get a script so that the driver of the first can press a bound key, and by doing so, his vehicle changes to the second vehicle, while an animation is played so it doesnt look like the wings fold out of nowhere. Assuming the first vehicle is called bike1 and the second is plane1, while the animation is just called animation1, how could I go about making this? Thanks in advance. Quote: --- Original message by: Dotrage ahhh, ill try it :D
Does it work with Scorpions too? Works with warthogs,scorpions and ghosts - so yes. Edited by k9colin on Jun 29, 2008 at 01:33 PM
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megahalofan12
Joined: May 21, 2008
Xbox Live/Xfire is: matthewdratt
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Posted: Jun 29, 2008 05:20 PM
Msg. 58 of 72
Im working on a Single Player map
Does anyone know a script or something like this:
Once you reach a trigger volume, you will have and objective to do the objective will be complete once you killed a certain encounter, or reached a cutscene Edited by megahalofan12 on Jun 29, 2008 at 05:34 PM
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Jun 29, 2008 05:24 PM
Msg. 59 of 72
Quote: --- Original message by: megahalofan12 Im working on a Single Player map
Once you reach a trigger volume, you will have and objective to do the objective will be complete once you killed a certain encounter, or reached a cutscene Great to know?
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jun 30, 2008 10:03 PM
Msg. 60 of 72
What does the ai_follow_target_players do? I use (ai_follow_target_players spartans) to try to make Spartan AI follow me around, but they don't move. How do I get it to work?
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DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
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Posted: Jul 1, 2008 09:09 AM
Msg. 61 of 72
Quote: --- Original message by: Dark Ninja What does the ai_follow_target_players do? I use (ai_follow_target_players spartans) to try to make Spartan AI follow me around, but they don't move. How do I get it to work? That command doesn't work.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jul 1, 2008 10:02 PM
Msg. 62 of 72
Hm. I noticed that it was used a lot in the campaign scripts, and usually as a static script. Are you sure that it doesn't need to be... phrased a certain way (I'm not sure how to put that) so that it does work?
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Dark Ninja
Joined: May 26, 2008
The internet shows how stupid people are.
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Posted: Jul 2, 2008 12:19 AM
Msg. 63 of 72
How do you make a static script? And what's it look like when used in the campaign?
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Jul 2, 2008 03:42 AM
Msg. 64 of 72
Most of the time, I use a static script to set it so that I can refer to the player as a unit (like if I want to start off in a vehicle, for instance). It would look like this:
(script static "unit" player0 (unit (list_get (players) 0)) )
Some of the battle scenes in the campaign were static scripts as well, as well as most of the cutscenes. Here's one, from b40:
(script static "void" pelican (object_create insertion_pelican ) (object_teleport insertion_pelican insertion_pelican_1 ) (recording_play insertion_pelican insertion_pelican_in ) (sleep (recording_time insertion_pelican )) (unit_enter_vehicle (player0 )insertion_pelican "p-riderlf" ) (unit_enter_vehicle (player1 )insertion_pelican "p-riderrf" ) (vehicle_hover insertion_pelican true ) (unit_exit_vehicle (player0 )) (unit_exit_vehicle (player1 )) (cinematic_stop ) (show_hud true ) (sleep 30 ) (vehicle_unload insertion_pelican "rider" ) (sleep 120 ) (vehicle_hover insertion_pelican false )(recording_play_and_delete insertion_pelican insertion_pelican_out ))
That one is part of the first cutscene. The speech and crap is in another static script.
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Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
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Posted: Nov 7, 2008 05:53 PM
Msg. 65 of 72
Is there a script that would allow me to open the longsword hatch with Q, along with some other vehicles...
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Nov 7, 2008 06:18 PM
Msg. 66 of 72
Quote: --- Original message by: Officer egg Is there a script that would allow me to open the longsword hatch with Q, along with some other vehicles... (script continuous longsword_hatch (if (= (unit_get_current_flashlight_state "longsword name") 1) (unit_open "longsword name") (unit_close "longsword name") ) )
There you go. Right now it constantly hammers the opening and closing commands into the game because I didn't bother with a variable, but it would work right anyways since I think vehicle flashlight states sync properly.
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 7, 2008 06:43 PM
Msg. 67 of 72
So does that make it open if a player is in the vehicle? Or if you press flashlight anywhere, it opens up? Also the longsword would then need opening and closing animations
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Nov 7, 2008 07:27 PM
Msg. 68 of 72
Quote: --- Original message by: Advancebo So does that make it open if a player is in the vehicle? Or if you press flashlight anywhere, it opens up? Also the longsword would then need opening and closing animations The longsword already has those animations. And yeah, I'm not sure how that would have worked out, so I revised it to make sure it only checks the flashlight if someone's in the driver's seat: (global boolean driver_in 0)
(script continuous longsword_hatch (if (= (vehicle_test_seat_list "longsword name" "W-driver" (players)) 1) (begin (if (= (unit_get_current_flashlight_state "longsword name") 1) (unit_open "longsword name") (unit_close "longsword name") ) (set driver_in 1) ) (if (= driver_in 1) (begin (unit_set_desired_flashlight_state "longsword name" 0) (set driver_in 0) ) ) ) )
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stunts513
Joined: Jul 6, 2008
xfire: stunts513
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Posted: Nov 7, 2008 08:48 PM
Msg. 69 of 72
weird i thot u could do that with kornman and tag it to that but its not an option... btw DarkZealot, if u'd like u can join my xfire clan, MTA5, I'm a pretty good scripter but uv go better skils than me, u could be head scripter xD
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Nov 7, 2008 09:05 PM
Msg. 70 of 72
Quote: --- Original message by: stunts513 weird i thot u could do that with kornman and tag it to that but its not an option... btw DarkZealot, if u'd like u can join my xfire clan, MTA5, I'm a pretty good scripter but uv go better skils than me, u could be head scripter xD Well, you could just make a function in the longsword's vehicle tag that reads its flashlight state, and then have animation objects play the open and close animations based on that function in the animations tag. I think that's a better option, but he asked for a script. Edited by Me KS on Nov 7, 2008 at 09:05 PM
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