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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 4, 2008 10:54 PM
Msg. 36 of 58
....I've got it. Thanks.
By the way, how can you make a sound looping stop when you reach a certain point? And how do you add sounds into the game? I have an .MP3 music file I want the player to hear in the game, how can I change it into a sound_looping file?
Next question: How do I make door controls? I need one where the player has to find the controls to open a door, so when he activates the controls, the door will open (like in b40).
EDIT: I've just tried adding an objective to the map. Saved it in the data folder of deathisland.
So I used tool and typed in this: tool hud-messages levels\test\deathisland\floodcontainment, and referred to it in a script, but when I tried to compile the scripts, Sapien crashed.
Edited by Polamee on Dec 4, 2008 at 11:35 PM
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 4, 2008 11:45 PM
Msg. 37 of 58
How to make a sound_looping stop? Simple. (sound_looping_stop sound\music\example) Just insert that at the point you want it to stop (like when the player enters a trigger volume, for instance). Adding sounds: You will need to convert that MP3 into a WAV file, and then put it through Tool. BEFORE YOU GO ON, download this: http://hce.halomaps.org/index.cfm?fid=1632From the sounds of it, you haven't put a sound in-game before, so now would be an opportune time to let you know that the OGG encoders that the HEK comes with are horribly outdated. The link provides you with some working encoders. You will install these files in the same place as the other OGG files. This is imperative if you are to follow the next set of directions. Now, with that said, the easy way to do this is to get a hold of the program Audacity. Audacity can be found here: http://audacity.sourceforge.net/download/windowsOnce you have that downloaded and installed, you will open it, and then open up my file menu. You will scroll down to my "open" button, click on it, and then find your MP3, so that you can open it. Once you open your MP3, you will do a couple of things to it. Because this is a music file, and not an ordinary sound file (such as a gunshot), you will change it so that the sound plays at 44100 KHz. Picture of the option you're setting:  It is in the lower left corner of the Audacity window. Once you have done that, you will go to my File menu again and scroll down to my "Export as WAV" button. Click it. It will ask you where to save it. You will save it in your data folder inside of your Halo Custom Edition folder. For organization purposes, you might want to create a "sound" folder within your data folder, and a "music" folder within the sound folder. This is also to set it up for Tool. Note that if your MP3 file is longer than about... I'd say 1:15 (75 seconds), it may not go through right off - you will need to split it into permutations and then put it through. This is a more complicated process. I will explain on request (if your soundtrack happens to be longer than that, post here and tell me to explain), but for now, I'm just going to concentrate on telling you how to get it in-game. Save it in the folder I just advised (or one of your choice, as long as it is inside of the data folder). Now, you will put it through Tool. The tool command will look like this. I am going to have you import it as an OGG file - it's the best quality, and takes up relatively little space. Have a look. tool sounds sound\music\example ogg 1 If everything goes to plan, Tool will compress the file, and when it says done, your sound will now be in your tags folder. It will be in the folder that corresponds with the folder you inserted the original WAV file in the data folder. This is why I told you to remember where you put it in the data folder. Now, it is a sound file. In order to make it a sound_looping file, you'll go to Guerilla, and create a sound_looping file. Simple, right? You will scroll down to my Tracks section, add a new one, and put your sound file in the "Loop" field only (if it is only one track - this will change if you have to divide it into permutations. Once again, let me know if it doesn't go through Tool). Save the sound_looping file, and you're done. Next question: You asked how to make door controls. This one is easy. Find one of the device controls used in Campaign (like the b40 door panel, for instance - it's in the devices folder for b40), insert it into your map. Link it to the device_machine you want it to control. You do this by putting the device_machine and the device_control in the same device group. EDIT: Let me see your objective file you put in the data folder. I edited my post. New text is in italics. Edited by drillinstructor on Dec 4, 2008 at 11:55 PM
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 5, 2008 12:19 AM
Msg. 38 of 58
I can't seem to find that device_control files.
It looks like this: obj1=>> Find and kill the Golden elite Commander obj2=>> Grab one of those Banshees and use it to eliminate all enemies
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 5, 2008 12:42 AM
Msg. 39 of 58
I think I know what the problem is.
Open your scenario in Guerilla and reference the hud-messages file there. (the one that Tool created)
It should compile fine then.
Here's a device_control file:
levels\b40\devices\holo control\b40_holo control
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 5, 2008 01:22 AM
Msg. 40 of 58
Its not there. Any chance that I deleted it by accident? The problem is, I think that tool did not compile it at all, as it cannot locate the file somehow. Save as a unicode format as a .hmt file right? And in the data folder?
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 5, 2008 01:30 AM
Msg. 41 of 58
Negative, look inside the holo halo control folder. It should be in there, unless you did delete it.
Yeah, that's how you would do it. What is Tool reading when you do it?
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Dec 5, 2008 02:02 AM
Msg. 42 of 58
By the way, The OGGs were needed to export as MP3. Not to read one. THough having them is a good idea.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 5, 2008 06:40 PM
Msg. 43 of 58
No, the OGGs were needed for Tool to even compile. It won't do it otherwise - or it'll be filled with errors.
You're thinking of the LAME dll file that Audacity uses. You need that to export as MP3.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 5, 2008 10:56 PM
Msg. 44 of 58
Thanks a lot for all the help, drillinstructor. Tool says this: By the way, if I wanted to attach a navpoint to a certain object/character, what would be the script command for doing it?
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megahalofan12
Joined: May 21, 2008
Xbox Live/Xfire is: matthewdratt
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Posted: Dec 5, 2008 11:10 PM
Msg. 45 of 58
Quote: --- Original message by: polar_bear Meh. Same difference. Via scripts, there are four ways to set a navpoint (the engine refers to them as waypoints), and those are by attaching the waypoint to either a cutscene flag or an object, and have it visible to either one unit, or a team. To set a waypoint, use (activate_nav_point_flag) or (activate_team_nav_point_flag) to attach the waypoint to a cutscene flag, and use (activate_nav_point_object) (activate_team_nav_point_object) to attach a waypoint to a named object. When done with a waypoint, use a (deactivate_nav_point...) or (deactivate_team_nav_point...) to turn it off. Since I don't know how to refer to the players as units, I usually set a team waypoint. The full syntax of a team waypoint command is (activate_team_nav_point_flag/object ). can be, by default, "default", "default_red", "flag_blue", "flag_red", "target_blue", "target_red", "skull_blue", "skull_red", "crown_blue", and "crown_red". Singleplayer maps should use only the default, and maybe, if you have to kill a certain enemy, the target nav points. the "default" type and red types of waypoints should be used on urgent things, like the exit on an area that would ahve a timed escape, or an enemy that is about to own you. should always be set to "player", if you want the player to see the waypoint! is what you are attatching the waypoint to, which depends on the type of command you're using. Simply put in the name of the desired object or flag you wish to attach the waypoint to. is how much higher on the z-axis the waypoint is placed from the object or flag's marker in sapien. If you attach it to something on the ground, like a door, biped, or weapon, make sure to set it to about .6 or higher, but if its something like a picture on a wall, or if the flag/object is otherwise not on the ground, set it to 0. (deactivate_team_nav_point_flag/object) is a bit different. The syntax for it is (deactivate_team_nav_point_flag/object ), where is what team you wish to not see the navpoint anymore, and is the object or flag the navpoint is attached to. So, let's say we wanted to set a normal waypoint at a position we want the player to go to. Lay down a cutscene flag, name it nav_1, then add a script in your map that has this command: (activate_team_nav_point_flag default "player" nav_1 .6) Now for something a little more useful. Let's make it so we put a waypoint on a warthog, and it turns off whenever the player is in the driver seat, and turns on if the player is ejected. Place a warthog and name it drive_me. Now, make and compile this script: (script continuous hog_checker (if (vehicle_test_seat_list drive_me "wdriver" (players)) (deactivate_team_nav_point_object "player" drive_me) (activate_team_nav_point_object "default_red" "player" drive_me 1)) ) In theory, that will constantly deactivate the waypoint while a player is in the driver seat, and then constantly activate it when there is no player in the driver seat. I don't know if more than one waypoint can be put on the same object or flag, but if it doesn't, then this should work fine. Anyway, read up hs_doc, or the HS Bible, and find out more ways on how to make and use waypoints effectively.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 6, 2008 09:53 AM
Msg. 46 of 58
I see the problem. It appears you typed it incorrectly. Enter it like this: tool hud-messages levels\example example
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 7, 2008 04:15 AM
Msg. 47 of 58
Wait......
But the scenario is in the levels\test\deathisland folder.
Also, I named an object navpoint1 and attached a navpoint to it, but Sapien says it can't find the object when I compile the script.
Is it possible to make a Pelican appear and move in a map? It was possible in GHP_dangercanyon_4.
Edited by Polamee on Dec 7, 2008 at 08:49 AM
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 7, 2008 01:11 PM
Msg. 48 of 58
Then it would be: tool hud-messages levels\test\deathisland deathisland_solo The name of the scenario is separate from the rest of the path. Which object did you connect it to?
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 7, 2008 10:34 PM
Msg. 49 of 58
A Blue Light beacon. The player was supposed to reach that location. http://hce.halomaps.org/index.cfm?fid=4215Beta test version of the map is up! Basic layout. Nothing fancy, no cinematic, objectives on nav points.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Dec 8, 2008 08:11 PM
Msg. 50 of 58
Let me see the script. I played the beta. It's pretty cool. I do quite a bit of SP modding myself (though I've never released any), and have learned a lot in the two years I've been here. I'll give you some pointers (not sure what you've improved already, just let me know if you have already noted it): Firing positions for the Covenant. It appears that some of the encounters are simply standing there. I know Spec Ops Elites tend to move a lot (the ones that come out of the center are a good example). I see that you did put some firing positions in there, because the Grunts that were in the cave near the Zealot Elite all scattered in different directions when I put a nice little .50 caliber hole in one of their heads. This also goes for the Elite Rangers. Give them firing positions, and make sure you mark it as 3D firing positions. If you did do all of them, my fault. Crap gets hectic on that map. I could've overlooked it. You said you would do the lighting, so I'm not going to say anything about that. I know you said in the readme that the SMG is overpowered... but that thing is WAY overpowered, haha. I wasted like four Elites with it, one of which was in a Banshee, using only one magazine - and they all had full shielding. Lower the power on it a bit. Lay some ammo around. Don't have to make an ammo dump, just some ammo for any weapons that might be useful for completing the level. During the beginning cutscene, I can still move. I picked up the SMG and was immediately able to lay waste to the entire hallway when the mission started. Use this to disable input. Put it at the beginning of the cutscene script: (player_enable_input 0) To re-enable input, put the same script command at the end of the cutscene script - but instead of that zero, put a 1 in place of it. The Spec Ops Elites don't throw grenades (neither do the Grunts, now that I think about it). They usually throw them every chance they get. Was that intentional? If not, it's a simple fix. Go into the actor_variant tags, and make sure the grenade velocity is set to something that's not a decimal (like how some of them turn out as .23333333 when you extract them with HEK+). 6 or 7 world units a second for Grunts, 15 world units a second for Elites. Screenshot to show you what I mean:  It's about halfway down the tag. The screenshot is of my Spec Ops Elite tag. Edited by drillinstructor on Dec 9, 2008 at 12:01 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 9, 2008 12:44 AM
Msg. 51 of 58
Nice map. I'll write a full review after I play it. Oh, and may I rip some of your tags? This map will help me determine what my new single player level will be like.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 9, 2008 03:35 AM
Msg. 52 of 58
Thanks for all the tips and help, drillinstructor. And you can rip whatever tags you like, Gamma927. If I didn't want people to rip the tags the map would have been protected.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 9, 2008 07:36 PM
Msg. 53 of 58
Good point. My review time :D
Ok, so I pretty much didn't get enough time to play through the whole map, but I have to do my homework someday, so anyway, I like the animations on the SMG, but it is a little too powerful. Combined with those plasma pistols lying around, I was almost unstoppable... up to the ranger elites. Since they were lined up in a wall-like formation, they pretty much mowed me down. There was a big and epic battle, but considering the Covenant was facing the door, and looking at me, there was no way I could run and hide, and watch the battle play out, but instead kind of crouch there, walk forward, watch the flood get overwhelmed by the 15 elites out there, and then get overwhelmed myself. More health packs please. I will edit this when I play more.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 9, 2008 09:24 PM
Msg. 54 of 58
Figures....the SMG's were ripped from Extinction or some other map and modified a little.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 9, 2008 11:18 PM
Msg. 55 of 58
Ok, so I have survived to make it further! After that ranger battle, I moved to the right, and noticed you specifically blocked off the places, so I couldn't get past. However, I found a ghost, and rounded the rocks, but I decided not to, because I shouldn't be there. You should create a script that spawns 20 invincible and invisible rocket flood. That's what I did, and it's awesome to see the look on the faces of those who try to explore! Not like I'm discouraging it, but hey, its your map, your choice. Moving back, using my trusty ghost, I drove the way I was supposed to go. I like how the AI don't just stand around, but actually attempt to find you. Did you set them to search tenacious? I don't know if that works well. Continuing my story: I drove my ghost forward, and saw three elites. I ran them over, and got out, and my ghost exploded. Continuing the walk on foot, some elites behind me caught up, and started shooting at me. I hid behind some rocks, and a jackal decided to come over and see where I was hiding. Nice touch. Then as I was making a run for it, I died. But it was a nice map overall.
PS: This was not intentionally a story, it just turned out to be one. Sorry.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 10, 2008 02:51 AM
Msg. 56 of 58
That's what the custom Sniper Rifle was supposed to be for. To snipe the Elites from that little ridge beside the base. By the way, if you went all the way past the blockings to the other side of the map, you would see a Covenant outpost on the beach, consisting of three or so Elites and lots of Grunts. Just something I threw in for those who like to explore.
What? You quit once you die? You should have continued all the way up to the Elite Commander!
Actually, the map dosen't end there. After killing the Gold Elite, there will still be a part where you go into a tunnel nearby Blue base. At the end of the tunnel, there will be a Banshee, where you get on to and eliminate all enemies (including 4 Elite Banshees, a dozen Fuel Rod Grunts, ansd three H2 style turrets manned by Elites). I'm planning to improve on that in the next beta.
I'm currently adding a new portion to my level. You are supposed to take a Tank or Ghost after killing the Elite commander, and then reach controls to a locked door that leads to the Banshee. I've added in a Flood Army for a challenge. Now, if I could only figure out how to do door controls...
Planning to do actual cinematics for the map. Outline of Cinematics:
Firstly, I'll show Marines and the Spartan moving towards the strcture from the beach. Next, I'll show one Marine getting infected inside the structure. Finally, the screen will fade and fade back show a whole bunch of Flood in front of the Spartan.
Edited by Polamee on Dec 10, 2008 at 02:54 AM Edited by Polamee on Dec 10, 2008 at 03:00 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 10, 2008 11:03 PM
Msg. 57 of 58
Actually, I quit once my dad came into my room and asked what I was doing (homework)
One question, do your AI respawn? If not, then how do you get them not to? Edited by Gamma927 on Dec 10, 2008 at 11:04 PM
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 10, 2008 11:41 PM
Msg. 58 of 58
Go to the encounter, under properties, and make sure 'respawn enabled'is not ticked. Easy as Pie.
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