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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »one last thing

Author Topic: one last thing (6 messages, Page 1 of 1)
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xXKrenof EVILXx
Joined: Sep 15, 2008

I choose what I like.


Posted: Sep 19, 2008 01:03 PM    Msg. 1 of 6       
How do a make a human drive a pelican and drop off human reinforcements
and same with the Cuvinunt drop ships
And how do i make a campaign map
and how do i upload my maps to Halomaps
thats all of my quetions


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Sep 19, 2008 06:37 PM    Msg. 2 of 6       
Quote: --- Original message by: xXKrenof EVILXx

How do a make a human drive a pelican and drop off human reinforcements
You need to script the drop ship to do that.

and same with the Covenant drop ships
Read question above.

And how do i make a campaign map
You edit the map in mp, do what you want to it (Cutscenes, add scenery and stuff) then switch it back to sp.

and how do i upload my maps to Halomaps
In the menu section of the HCE hompage.
http://hce.halomaps.org/index.cfm?pg=60

Edited by Nexus Halo on Sep 19, 2008 at 06:38 PM


xXKrenof EVILXx
Joined: Sep 15, 2008

I choose what I like.


Posted: Sep 20, 2008 02:52 PM    Msg. 3 of 6       
Wow thanks buthow do i script a pelican to drop off the humas and how do i get the humans in the pelican

I all ready got the halo guru scripter but how do i script

and i made an sp map but i cant spawn


megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Sep 20, 2008 06:49 PM    Msg. 4 of 6       
It may look bad, but it's not as bad as it looks (or is it?) O.o

Note: You need to extract the Camping files from HEK +

Wow thanks buthow do i script a pelican to drop off the humas?
In sapien (or hobo) go to File then click on Import Recordings, then click on the map you want (I would recommend b30) Just find b30.scenario then click on it, now under you should have recordings under game data.
To test it in sapein click ~ and type in recording_play OBJECTNAME RECORDINGNAME
To script it, have a trigger ready or startup script ready and insert this (recording_play OBJECTNAME RECORDINGNAME)

There is more scripts that can be done with this
EX:
recording_play ...
recording_play_and_hover (flying vehicles only)
recording_play_and_delete (I think)

If you chose hover you have to insert this if you want that object to play another recording (Must be done before another recording)
(vehicle_hover extraction_pelican false )
False is disable hover

And by Object I mean unit almost. Unit can be Biped or Vehicles
By RecordingName insert the name of the recording you should find in Game Data (After you imported recordings)


and how do i get the humans in the pelican?

Im not sure about encounters with pelicans...
With biped I know... :D
Place a biped and attach it to an encounter
(ai_attach Biped Encounter)
then force it into a vehicle
(unit_enter_vehicle biped vehicle "seat")

EX:
(ai_attach human friends)
(unit_enter_vehicle human warthog "W-driver")

Making a player enter a vehicle:
(script static "unit" player0
(unit (list_get (players) 0))
)
(script startup hogdriver
(unit_enter_vehicle (player0 ) warthog "W-driver")
)


-
Seats are listed as:
Chairs:
pchair-driver

Cryotube:
CT-driver

Lifepod:
driver lifepod
stand

Pelican: (Bold=Recommended)
P-driver
P-riderLF
P-riderLM
P-riderLB
P-riderRF
P-riderRM
P-riderRB

cargo
P-riderRB01
P-riderRB02
P-riderLB02
P-riderLB01

Scorpion:
scorpion-driver
scorpionLF
scorpionRF
scorpionLB
scorpionRB

Warthog (all types)
W-driver
W-passenger
W-passenger

Banshee
B-driver

Covenant Dropship (bold recommended)
c_dropship driver
CD-passengerL01
CD-passengerL02
CD-passengerL03
CD-passengerL04
CD-passengerR01
CD-passengerR02
CD-passengerR03
CD-passengerR04
gunseat

cargo_ghost01
cargo_ghost02
cargo_ghost03
cargo_wraith

Ghost
G-driver

If your even unsure about a seat open guerrilla and scroll down to seats.
the Cargo is for vehicles



I all ready got the halo guru scripter but how do i script

Thought this might help (In SP): http://hce.halomaps.org/index.cfm?fid=2231
And scripting: http://hce.halomaps.org/index.cfm?fid=1664
To place scripts go to CE main folder (on most PC's C:\Program Files\Microsoft Games\Halo Custom Edition)
Then click on Data
Levels\Your Level
Then create a folder called Scripts (in not already there)
Then in Scripts open Notepad - Enter your scripts then save it as a .hsc file type under scripts. In sapien open your level then click File\Compile Scripts



and i made an sp map but i cant spawn


Click on player spawn's and place ONE! Make all spawn things set to NONE
Edited by megahalofan12 on Sep 20, 2008 at 06:50 PM
Edited by megahalofan12 on Sep 20, 2008 at 06:51 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Sep 20, 2008 07:45 PM    Msg. 5 of 6       
Quote: --- Original message by: megahalofan12
and how do i get the humans in the pelican?
Im not sure about encounters with pelicans...
With biped I know... :D


For encounters, you can use the almighty "ai_actors" command (converts an AI encounter into an object_list).

unit_enter_vehicle <unit> <vehicle> <string>
vehicle_load_magic <vehicle> <string> <object_list>

You can use either "unit_enter_vehicle" or "vehicle_load_magic", but the second one from my experience is much easier to use because: it uses the less hectic and more useful "object_list" reference instead of a "unit" reference for the units to enter the vehicle, and because it only needs the name of the marker that is used for the seat (e.g. "driver" for the driver seat of almost all vehicles) instead of the seat label (e.g. "W-driver" for the hog driver seat), which is easier to remember.

Anyways, here's the use of ai_actors:

ai_actors <ai>

More specifically, here's two examples of its usage using "dead" as an encounter name and "fish" as a squad under "dead":

ai_actors dead
ai_actors dead/fish

So, if you want to load the encounter/squad "dead/fish" into the "passenger" seats of a vehicle named "pelican", you'd use "vehicle_load_magic" like this:

vehicle_load_magic pelican "passenger" (ai_actors dead/fish)

Because "ai_actors" converts "dead/fish" into an "object_list", it works with this command's "object_list" reference, and all AI under that squad will attempt to fill up the passenger seats of the pelican.

You can also refer to individual bipeds in an encounter squad with this usage:

(list_get (ai_actors <ai>) #)

The # is the number of which biped you want, and the <ai> is of course the encounter/squad. So, in the example above, you can load number 0 into the pelican from "dead/squad" by using this command:

vehicle_load_magic pelican "passenger" (list_get (ai_actors dead/fish) 0)
Edited by Me KS on Sep 20, 2008 at 07:47 PM


xXKrenof EVILXx
Joined: Sep 15, 2008

I choose what I like.


Posted: Sep 21, 2008 09:28 PM    Msg. 6 of 6       
k they r working but i suck at scripting

 

 
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