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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Map problem

Author Topic: Map problem (14 messages, Page 1 of 1)
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cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 03:45 AM    Msg. 1 of 14       
help. i made a new map with AI and i compiled it. but when i play it, the ai don't spwn. why?


cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 05:15 AM    Msg. 2 of 14       
i just did what i did to all the other maps i made. i ticked the respawn AI button and i just you know put the starting places for the AI and choose how many i want to spawn in a squad and so-on


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 06:25 AM    Msg. 3 of 14       
make a script to make them spawn.

(ai_place <ai>)


replacing the <ai> with the name of the encounter.


Edited by Headhunter09 on May 9, 2009 at 06:26 AM


cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 06:49 AM    Msg. 4 of 14       
um.. this is a multiplayer map not a single player one and i never had to do that with my other maps. but why is this map not spawning
Edited by cybykillers on May 9, 2009 at 06:51 AM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 06:51 AM    Msg. 5 of 14       
scripts still work. Just do the same as you would for an SP.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: May 9, 2009 06:51 AM    Msg. 6 of 14       
Then why have AI? they don't sync, you know.


cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 06:53 AM    Msg. 7 of 14       
oh ok. i'll try the script thing. but what would i put to make both teams respawn?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 06:57 AM    Msg. 8 of 14       
multiple commands for each encounter.


cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 07:01 AM    Msg. 9 of 14       
So i just put

(ai_place )
(ai_place )

right?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 07:02 AM    Msg. 10 of 14       
(script startup dumbai

(ai_place firstencounter)
(ai_place secondencounter)

)



you'll need an ai_place command for each encounter in the map.
Edited by Headhunter09 on May 9, 2009 at 07:03 AM


cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 07:22 AM    Msg. 11 of 14       
Quote: --- Original message by: Headhunter09

(script startup dumbai

(ai_place firstencounter)
(ai_place secondencounter)

)



you'll need an ai_place command for each encounter in the map.
Edited by Headhunter09 on May 9, 2009 at 07:03 AM


what does dumbai mean? and are those 1 space or like 2 or 3 spaces? and does the ) in the end mean the script ended? and if i do this, do they respawn like how i set them in sapien?


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 07:28 AM    Msg. 12 of 14       
its all one space, and dumbai is just the script name, it can be anything you want. The firstencounter and secondencounter will have to be replaced by the actual encounter names, and if you have more than two encounters just copy and paste the (ai_place ) line and fill in the name.


cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: May 9, 2009 07:54 AM    Msg. 13 of 14       
k thanks. o ya one more thing. does the script have to be a .txt file?

EDIT: is there a space after the (? like is it (something) or ( something )
Edited by cybykillers on May 9, 2009 at 07:55 AM


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 9, 2009 07:57 AM    Msg. 14 of 14       
its ([nospace]something[space]something[nospace])

although i don't know if it matters.

And the scripts have to be saved as .hsc types, in your data folders under the corresponding directory in a scripts folder.

 

 
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