
wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 22, 2009 09:02 AM
Msg. 1 of 36
Hey
I want to add some things like "humiliation". I don't know how i can make it, that he knows when he must say it. And i want to add a sound to that. How to do that? The program with which i can change these things is Halo String List Editor, isn't it?
Thx for help
P.S. Say to me if that was unknowable
|
|
|

Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
|
Posted: May 22, 2009 10:53 AM
Msg. 2 of 36
Quote: --- Original message by: wilsonwilson1 Hey
I want to add some things like "humiliation". I don't know how i can make it, that he knows when he must say it. And i want to add a sound to that. How to do that? The program with which i can change these things is Halo String List Editor, isn't it?
Thx for help
P.S. Say to me if that was unknowable Not necessarily. If the sounds is all you're changing, not the text, then String List Editor has nothing to do with it. Be specific. Do you want to add new sounds that they did not have in the original game (i.e saying 'Assassination' when you assassinate someone), or modifying existing sounds?
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 22, 2009 03:17 PM
Msg. 3 of 36
Quote: --- Original message by: Polamee
Not necessarily. If the sounds is all you're changing, not the text, then String List Editor has nothing to do with it. Be specific. Do you want to add new sounds that they did not have in the original game (i.e saying 'Assassination' when you assassinate someone), or modifying existing sounds? I want to add new sounds and new text. How to do then? And which programs could i use then?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 22, 2009 06:23 PM
Msg. 4 of 36
I'm not sure if you can detect new events, like assassinations, but if you wish to modify existing ones, like when you kill someone, or go on a killing spree, you can change the sounds in the globals.globals tag. For modifying the text, there's a string list that you modify. I think it's multiplayer_game_text.
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 23, 2009 12:55 PM
Msg. 5 of 36
hmmm... in the globals.globals, where can i change these sounds? And yes... in the multiplayer_game_text.unicode_string_list i can change and add things. But there are anywhere sounds to these things. You said in the globals.globals. So there should be a way to add sounds to these things.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 23, 2009 01:20 PM
Msg. 6 of 36
You can't add new sounds, because you can't add new events. But to exchange the existing sounds with new sounds, in globals.globals, scroll down to the weapon list. The sound list is somewhere near there.
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 23, 2009 02:12 PM
Msg. 7 of 36
I found that with the globals.globals. But i think it must be possible. 1. I can add new things in String list editor. So it must be possible (or not). 2. I can make a new .sound in guerilla. The only problem is, i can't insert things.
So it can or can't be. I need a proof that this can't work.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 23, 2009 02:16 PM
Msg. 8 of 36
Of course you can add them. They just won't be referenced whenever you want them to, because the engine does not detect assassinations and headshots. And you don't make new sounds in Guerilla by File>New. You must convert a .wav file to a .sound file, before you can use it.
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 23, 2009 02:37 PM
Msg. 9 of 36
But can i do it like this: If someone has e.g. 2 kills in 2 seconds then he say "2 kills in 2 seconds. excelent" (stolen by quake III ;D)? And how to write the script if i converted the .wav to .sound?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 23, 2009 02:54 PM
Msg. 10 of 36
No. You can't. To do that, the engine must detect the event. Then, you have to have an event handler handle that event. However, the engine was written 6 years ago, so you can't create new events.
As for converting a .wav to a .sound, it requires no scripting. For some reason, whenever people hit the unknown, they assume that it requires scripts. It's a tool command, which I don't have the syntax of now. There is a sound converter on Halomaps. It's called Halo CE Sound Converter.
|
|
|

Tayo t84
Joined: May 17, 2009
This is meh happy face
|
Posted: May 23, 2009 05:19 PM
Msg. 11 of 36
Can't you write a script to play a specific sound and text for an instance with a headshot or asination?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 23, 2009 06:46 PM
Msg. 12 of 36
Let's back up to what a script is. Scripts are NOT magic solutions to anything you want to do. Have you written a script before? If you look through the scripting bible / HS Doc, you will see that there are no commands pertaining to certain ways of killing someone. If you want to detect an assassination, or a headshot, that's the engine's job.
|
|
|

Tayo t84
Joined: May 17, 2009
This is meh happy face
|
Posted: May 23, 2009 07:41 PM
Msg. 13 of 36
Quote: Let's back up to what a script is. Scripts are NOT magic solutions to anything you want to do. Have you written a script before? If you look through the scripting bible / HS Doc, you will see that there are no commands pertaining to certain ways of killing someone. If you want to detect an assassination, or a headshot, that's the engine's job. Okay I guess your right on that, but I just had a brainstorm. I am not sure if this can work but maybe you can create a vehicle tag that let's the player move at the same rate and way he can outside a vehicle. You may need Gmax or 3ds max to make the vehicle animation look just like the player is walking for moving and other things. The vehicle should be a ball that is invisible or has active camo. The ball should be on or around the players head. Now here is were the script works, use the script to rename the players and put them in the vehicle, which should be custom named for this to work, have the script check for the named vehicle to die and when it does play a sound and display message. I think that may work, but it's pretty far fetched and would take A LOT OF WORK to make.
|
|
|

Headhunter09
Joined: May 6, 2008
This is the truth.
|
Posted: May 23, 2009 07:52 PM
Msg. 14 of 36
That would accomplish absolutely nothing; it would have the same effect as just normally playing, except slightly more buggy, and would not allow the engine to detect certain events it needs like head-shots and assassinations. And it would take a whole lot more work to do that than leave it normal.
Also, learn to present your ideas in a clean, structured format, and also try using correct grammar and spelling next time so people don't have to wade through your ideas and can understand them completely.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 23, 2009 07:53 PM
Msg. 15 of 36
Even if you did this, the sound won't play over everyone's computer, only the host's. You could have the server say whatever it is you want to say, with the only downside being that all messages will have ***Server: in front of it. As for the vehicle, I'm not sure if it'll work. Some one else will have to confirm that it either works, or won't work.
|
|
|

Tayo t84
Joined: May 17, 2009
This is meh happy face
|
Posted: May 23, 2009 08:31 PM
Msg. 16 of 36
I'm not trying to be obnoxsess or rude, all I'm trying to do is provide an answer to the person's question.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 23, 2009 08:34 PM
Msg. 17 of 36
Quote: --- Original message by: Headhunter09 That would accomplish absolutely nothing; it would have the same effect as just normally playing, except slightly more buggy, and would not allow the engine to detect certain events it needs like head-shots and assassinations. And it would take a whole lot more work to do that than leave it normal.
Also, learn to present your ideas in a clean, structured format, and also try using correct grammar and spelling next time so people don't have to wade through your ideas and can understand them completely. His spelling may be imperfect, but at least he uses correct grammar.
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 24, 2009 02:52 PM
Msg. 18 of 36
Quote: --- Original message by: Gamma927 No. You can't. To do that, the engine must detect the event. Then, you have to have an event handler handle that event. However, the engine was written 6 years ago, so you can't create new events. Hmm... I don't really know, but i think it detects it. Everytime if someone gets a headshot, he spins. So somebody can know he has a headshot. So i don't know if the engine does know it or not Quote: --- Original message by: Gamma927 As for converting a .wav to a .sound, it requires no scripting. For some reason, whenever people hit the unknown, they assume that it requires scripts. It's a tool command, which I don't have the syntax of now. There is a sound converter on Halomaps. It's called Halo CE Sound Converter. Can i only convert the .wav to .sound tag with this converter? And then use it? Edited by wilsonwilson1 on May 24, 2009 at 03:00 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 24, 2009 03:20 PM
Msg. 19 of 36
Quote: --- Original message by: wilsonwilson1Quote: --- Original message by: Gamma927 No. You can't. To do that, the engine must detect the event. Then, you have to have an event handler handle that event. However, the engine was written 6 years ago, so you can't create new events. Hmm... I don't really know, but i think it detects it. Everytime if someone gets a headshot, he spins. So somebody can know he has a headshot. So i don't know if the engine does know it or not I'm pretty sure that's a death animation. The engine doesn't register that.Quote: --- Original message by: Gamma927 As for converting a .wav to a .sound, it requires no scripting. For some reason, whenever people hit the unknown, they assume that it requires scripts. It's a tool command, which I don't have the syntax of now. There is a sound converter on Halomaps. It's called Halo CE Sound Converter. Can i only convert the .wav to .sound tag with this converter? And then use it? Edited by wilsonwilson1 on May 24, 2009 at 03:00 PMYes.
|
|
|

Headhunter09
Joined: May 6, 2008
This is the truth.
|
Posted: May 25, 2009 08:28 AM
Msg. 20 of 36
Quote: --- Original message by: Gamma927Quote: --- Original message by: Headhunter09 That would accomplish absolutely nothing; it would have the same effect as just normally playing, except slightly more buggy, and would not allow the engine to detect certain events it needs like head-shots and assassinations. And it would take a whole lot more work to do that than leave it normal.
Also, learn to present your ideas in a clean, structured format, and also try using correct grammar and spelling next time so people don't have to wade through your ideas and can understand them completely. His spelling may be imperfect, but at least he uses correct grammar. At least he could space out his ideas into blocks, so its easier to digest. Reading that thing gives me headaches. See, that kind of spacing above would help a lot.
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 25, 2009 12:18 PM
Msg. 21 of 36
But i can't use it. I converted it (the .wav to .sound) and then i opened it in guerilla. In permutation, i added something (like in the other .sound tags). I can change nothing there. What i'm doing wrong (If i click on play nothing happens)?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 25, 2009 12:19 PM
Msg. 22 of 36
How did you convert it?
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 25, 2009 12:27 PM
Msg. 23 of 36
With the wav. to .sound converter.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: May 25, 2009 12:42 PM
Msg. 24 of 36
Enlighten me. Where'd you get it? Is it the Halo CE Sound Converter on Halomaps?
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 25, 2009 12:52 PM
Msg. 25 of 36
Yes it is the one from halo maps.
|
|
|

Headhunter09
Joined: May 6, 2008
This is the truth.
|
Posted: May 25, 2009 02:06 PM
Msg. 26 of 36
doesn't it need to be an mp3?
if you convert a .wav it makes a blank sound tag.
|
|
|

UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
|
Posted: May 25, 2009 11:36 PM
Msg. 27 of 36
Are you using Kornman's hacked Guerilla?
|
|
|

wilsonwilson1
Joined: Apr 10, 2009
|
Posted: May 30, 2009 05:21 PM
Msg. 28 of 36
@headhunter yeah you're right. Thx for the info ;) But one problem i have: One (or maybe some more .sound tags) doesn't work correctly if i click play. It sounds only the half of that one (and yeah... it's a short one)
@uneventelefant no i don't.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 20, 2009 02:12 PM
Msg. 29 of 36
Nice bump.
As for adding a sound into the globals, it's not guaranteed that it will play.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 20, 2009 06:57 PM
Msg. 30 of 36
Those are UI widgets. UI widgets are NOT new sound references.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 22, 2009 01:23 PM
Msg. 31 of 36
Editing string tags is easy. Making the engine play that specific sound / string when a certain event occurs is much, much harder.
|
|
|

Sgt Blaze
Joined: Mar 14, 2009
still actin' like Two-Bit from the Outsides....
|
Posted: Aug 22, 2009 06:03 PM
Msg. 32 of 36
Quote: --- Original message by: wilsonwilson1 Hey
I want to add some things like "humiliation". I don't know how i can make it, that he knows when he must say it. And i want to add a sound to that. How to do that? The program with which i can change these things is Halo String List Editor, isn't it?
Thx for help
P.S. Say to me if that was unknowable HAHAHA!!! "Humiliation" I heard that in a Deathmatch Sever on CSS! It's a Great Idea to lightin' up Halo a bit
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 23, 2009 06:08 PM
Msg. 33 of 36
I say harder, because I'm pretty sure it's impossible, but I only 75% certain. There's always that 25% margin of error, so I didn't say it was impossible, in case someone would come back and prove me wrong.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 24, 2009 07:35 PM
Msg. 34 of 36
Dormant scripts are series of commands that occur after the "wake" command is used. I don't see how that'll help, ESPECIALLY if you want to use this every time. You'd probably use static voids or such.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Aug 24, 2009 10:19 PM
Msg. 35 of 36
I don't see how it'll help you, but ok.
Static voids are certain commands, created out of other commands. This in turn creates a "new" command. For example:
(script static void command (COMMAND 1) (COMMAND 2) )
So if I were to create a script, I could add in the command (command) and this in turn would execute COMMAND 1 and COMMAND 2.
|
|
|