
pakar45
Joined: Sep 21, 2008
Hi
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Posted: Feb 10, 2009 05:51 PM
Msg. 1 of 9
I need to know the script for a player when he walks in a certain trigger volume it will trigger the checkpoint and then it will also load some ai aswell i need two scripts then. script 1. a script that will trigger a checkpoint when walked into a trigger volume. script 2. i need a script so when you walk into a trigger volume it triggers a checkpoint and spawns a ai encounter please make these scripts for me please and then post them.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 10, 2009 06:32 PM
Msg. 2 of 9
(script startup save_1 (sleep_until (volume_test_objects:your trigger" (players)) 15) (game_save) )
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 10, 2009 06:34 PM
Msg. 3 of 9
(script startup trigger (sleep_until (volume_test_objects tvol (players)) 15) (ai_place ai) )
Trigger volume is called tvol, and the ai encounter is called ai (script startup trigger (sleep_until (volume_test_objects tvol (players)) 15) (game_save_totally_unsafe) (ai_place ai) )
E: Dang it, beat me to it. The totally unsafe command saves right then and there. The other commands only save if you aren't moving, and there are no enemy ai nearby. Again, tvol is the trigger volume, and the ai encounter is called ai Edited by Gamma927 on Feb 10, 2009 at 06:35 PM
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pakar45
Joined: Sep 21, 2008
Hi
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Posted: Feb 10, 2009 06:36 PM
Msg. 4 of 9
Thanks :)
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Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
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Posted: Feb 10, 2009 07:51 PM
Msg. 5 of 9
There's a reason it's "totally unsafe". If there are any projectiles in the air, they won't be saved, which isn't really much of a big deal in most cases, but it could be a huge deal.
Like, for instance, if you shot a rocket at a wraith tank and the checkpoint saves right after you shoot.... well then if you ever come back to that checkpoint, the rocket launcher will have one less rocket loaded, but the rocket shot off during the checkpoint won't be there, so you waste a rocket just because of a bad checkpoint.
Here, use this instead:
(game_save_no_timeout)
That way, it will still save safely, but won't stop trying either.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 10, 2009 08:56 PM
Msg. 6 of 9
But you can't be moving. If you are moving, it screws up the save. And if there are enemies, it also screws up the save. I looked through the a10 scenario, and they use totally_unsafe for right after the cutscenes, and right before major battles.
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Feb 11, 2009 02:22 AM
Msg. 7 of 9
game_save_no_timeout beats all.
What game_save actually does is checks for enemies within a certain radius. If none are found, it will save. If there are enemies, though, it will keep on checking dfor like 10 seconds, then give up. game_save_no_timeout will never stop checking.
Dang me KS beat me to it.....
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Feb 11, 2009 08:57 PM
Msg. 8 of 9
But it won't save in the desired location. If you put it to save before a hunter battle, and you move, it won't save, but it won't time out, so it won't save until you stop moving, which could be at any given time. Bungie themselves used totally_unsafe, right before large battles (E.G. Truth and Reconciliation, large battle)
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Advancebo
Joined: Jan 14, 2008
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Posted: Feb 11, 2009 09:01 PM
Msg. 9 of 9
Like when the Chief was walking towards the control panel in B40, I used "cinematic_stop" and "camera_control 0", then I walked up to the chief that was in the cinematic, who is still walking. And I melee him in the back. Cutscene was still going :P
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