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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Script error! (Debug.txt included!/script included)

Author Topic: Script error! (Debug.txt included!/script included) (6 messages, Page 1 of 1)
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Eijsvogel
Joined: Jun 21, 2008

SP Map Flood Assault Released!


Posted: Mar 12, 2009 12:38 PM    Msg. 1 of 6       
Well, I've had a chain script, with the issue that if you left 1 enemy alive, the script wont continue until he is dead.

I've tried something, and this is the result


(script startup test_0
(ai_allegiance player flood)
(wake test_1)
(wake test_3)
(wake test_4)
(wake test_5)
(wake test_6)
(wake test_7)
(wake test_8)
)
(script dormant test_1
(sleep_until (volume_test_objects trigger_1 (players))15)
(ai_place flood_turret)
)
(script dormant test_3
(sleep_until (volume_test_objects trigger_2 (players))15)
(ai_place flood_citadel_1)
(sleep_until (= (ai_living_count covenant_citadel_1) 0) 15)
(game_save)
)
(script dormant test_4
(sleep_until (volume_test_objects trigger_3 (players))15)
(ai_place covenant_citadel_2)
(ai_place flood_citadel_2)
(sleep_until (= (ai_living_count covenant_citadel_2) 0) 15)
(game_save)
)
(script dormant test_5
(sleep_until (volume_test_objects trigger_4 (players))15)
(ai_place covenant_citadel_3)
(ai_place flood_citadel_3)
(game_save)
)
(script dormant test_6
(sleep_until (volume_test_objects trigger_5 (players))15)
(ai_place flood_commander)
(sleep_until (= (ai_living_count covenant_citadel_3) 0) 15)
(game_save)
)
(script dormant test_7
(sleep_until (volume_test_objects trigger_6 (players))15)
(ai_place covenant_top)
(ai_place flood_top)
(sleep_until (= (ai_living_count covenant_top) 0) 15)
(game_save)
)
(script dormant test_8
(sleep_until (volume_test_objects trigger_7 (players))15)
(ai_place covenant_room)
(ai_place sentinels)
(sleep 5)
(object_destroy door_1)
(sleep 1)
(ai_place flood_room)
(sleep_until (= (ai_living_count covenant_room) 0) 15)
(game_won)
)


I dont know if this script works... but until the error is fixed i wont be able to find out :P


Yet i got an error wich is;

03.12.09 17:41:46 [script_2 line 3] this is not a valid script name.: test_1)

03.12.09 17:41:46 recompiling scripts after scenarios were merged.
03.12.09 17:41:46 [script_2 line 1] this left parenthesis is unmatched.: (script startup test_0

Cant find the error though..

Edited by Eijsvogel on Mar 12, 2009 at 12:39 PM
Edited by Eijsvogel on Mar 12, 2009 at 12:42 PM


bobbysoon
Joined: Feb 1, 2007


Posted: Mar 12, 2009 01:20 PM    Msg. 2 of 6       
Put your script startup at the end. With it at the beginning, the dormant scripts aren't defined yet


Eijsvogel
Joined: Jun 21, 2008

SP Map Flood Assault Released!


Posted: Mar 12, 2009 02:19 PM    Msg. 3 of 6       
Quote: --- Original message by: bobbysoon
Put your script startup at the end. With it at the beginning, the dormant scripts aren't defined yet


I'll try that.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 12, 2009 06:23 PM    Msg. 4 of 6       
Why do you even need dormant scripts? Just make them startup. There's no problem with that. Create a startup that sleeps until a player is in the trigger volume, and it'll automatically work when the player enters. No dormant is needed.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 12, 2009 06:58 PM    Msg. 5 of 6       
Quote: --- Original message by: Gamma927
Why do you even need dormant scripts? Just make them startup. There's no problem with that. Create a startup that sleeps until a player is in the trigger volume, and it'll automatically work when the player enters. No dormant is needed.


If that's the way he wants to organize it, that's fine. I personally would do it that way too, because I like having just one startup that starts everything else, sort of like a parent script for every other script.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Mar 12, 2009 07:45 PM    Msg. 6 of 6       
It's more organized that way too. Personally, I prefer static scripts and a startup script, though. Depending on what it is, anyway.

 

 
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