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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Whats the Best Place to Start

Author Topic: Whats the Best Place to Start (9 messages, Page 1 of 1)
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Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jan 9, 2009 05:50 PM    Msg. 1 of 9       
I am making a single player map, but where is the best place to start? Cinematics, checkpoints, scripting AI? What first?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Jan 9, 2009 07:37 PM    Msg. 2 of 9       
P0lar_Bear's Single Player Tutorial.

Link: http://hce.halomaps.org/index.cfm?fid=2231

And if you mean what to do first? Well the bsp usually helps lol.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jan 9, 2009 08:25 PM    Msg. 3 of 9       
actually, im using that tut. I'm modding death island just to get a feel fro SP. I have place all of the trigger volumes and im working on checkpoints. Where should I go from there? Script in objectives? Place device controls (how do you do this? so it says: press "blah" to activate blah)?


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jan 9, 2009 08:39 PM    Msg. 4 of 9       
Deathisland Sp mods?

:(
Don't try it. It won't work out. Try modding a smaller map, like Damnation. Its easier to place triggers. Death Island is way too large.

Place the controls and door in the same device group.

If yoou need anymore help, contact me (somehow)

One final link:
http://hce.halomaps.org/index.cfm?fid=4215
Edited by Polamee on Jan 9, 2009 at 08:40 PM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jan 9, 2009 09:28 PM    Msg. 5 of 9       
so far im doing fine. one small thing. I have this code:
(script startup check1
(if (volume_test_object arm (list_get (players) 0)) 1)(game_save)(wake check2)
)
(script static check2
(if (volume_test_object check2 (list_get (players) 0)) 1)(game_save)(wake check3)
)
(script static check3
(if (volume_test_object check3 (list_get (players) 0)) 1)(game_save)(wake check4)
)
(script static check4
(if (volume_test_object check4 (list_get (players) 0)) 1)(game_save)(wake check5)
)
(script static check5
(if (volume_test_object check5 (list_get (players) 0)) 1)(game_save)(wake check6)
)
(script static check6
(if (volume_test_object check6 (list_get (players) 0)) 1)(game_save)
)

and get this error:
01.09.09 21:25:14  [checkpoints line 2] the value of this expression (in a  slot) can never be used.: 1)(game_save)(wake check2)

01.09.09 21:25:14 recompiling scripts after scenarios were merged.
01.09.09 21:25:14 [checkpoints line 1] this left parenthesis is unmatched.: (script startup check1


whats wrong?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Jan 10, 2009 12:03 AM    Msg. 6 of 9       
You can't wake "static" scripts. You can wake "dormant" scripts though, if that's what you need. So first, change all of the "static"s to "dormant"s.

Also, for each "volume_test_object" command, get rid of the "1" and the parentheses next to it. The 1 is there for no reason, and the right parentheses closes off the "if" too early. Then, you need to enclose the "(game_save)" and "(wake)" commands in a "begin" command, because it's more than one command for just one argument of the "if" command. So, each dormant script should look like this:


(script dormant "name"
(if
(volume_test_object "trigger name" (list_get (players) 0))
(begin
(game_save)
(wake "next script name")
)
)
)


Then, here's the thing about dormant scripts. The compiler reads from top to bottom, so when it sees "wake check2", and the compiler hasn't gotten to "check2" yet, it thinks that "check2" doesn't exist, so it throws out an error and stops trying to compile. It's pretty stupid, I know, but that's how it works.

To fix that is easy though. Just place your scripts in reverse order, with the startup script on the bottom, and your dormant scripts on top going up in number as they go up. In this case, just have check1 to check6 go from bottom to top, so it ends up having this order:


(script dormant check6
"code"
)
(script dormant check5
"code"
(wake check6)
)
(script dormant check4
"code"
(wake check5)
)
(script dormant check3
"code"
(wake check4)
)
(script dormant check2
"code"
(wake check3)
)
(script startup check1
"code"
(wake check2)
)

Edited by Me KS on Jan 10, 2009 at 12:14 AM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jan 10, 2009 02:00 AM    Msg. 7 of 9       
Just wondering, but 'wake' activates the specified script right?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jan 10, 2009 03:29 AM    Msg. 8 of 9       
wow, thanks Me KS, best help I have received in a while, many thanks.

Quote: --- Original message by: Polamee
Just wondering, but 'wake' activates the specified script right?

yeah

EDIT: bla...
01.10.09 03:34:40  i expected a script or variable definition.: )---<
01.10.09 03:34:40 recompiling scripts after scenarios were merged.
01.10.09 03:34:40 i expected a script or variable definition.: )---<

i know its a small thing, but does this mean that i have to do a file start kind of thing, or that my starting syntax is off?
Edited by Headhunter09 on Jan 10, 2009 at 03:36 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 10, 2009 12:02 PM    Msg. 9 of 9       
Post your script here. I suspect that you made a mistake in the naming of the script, eg:

(script thisisntascripttype script


It should be startup, dormant, continuous, or the other kind that I forgot. Read the HS Bible

 

 
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