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Author Topic: [needs help]some questions about haloce (22 messages, Page 1 of 1)
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117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 20, 2009 07:06 AM    Msg. 1 of 22       
hey i have some questions about halo ce, can any one answer it?
1.how can i make recorded animations? i want to run a vehicle to a specify point?
2.how can i tell an ai to drive a vehicle to a specify point?
3.i can write some scripts . but i cannot move bipeds in script


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Jul 20, 2009 07:29 AM    Msg. 2 of 22       
Quote: --- Original message by: 117MC
hey i have some questions about halo ce, can any one answer it?
1.how can i make recorded animations? i want to run a vehicle to a specify point?
You can't make recorded animations meow meow
2.how can i tell an ai to drive a vehicle to a specify point?
Command list http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=22698
3.i can write some scripts . but i cannot move bipeds in script
You want to move AI, read some tutorials


Oh and for the sake of good english, its specified.
Edited by jacknme on Jul 20, 2009 at 07:30 AM


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Jul 20, 2009 09:10 AM    Msg. 3 of 22       
meow meow, you CAN make recorded animations. recorded - anims, the name says it

Use world related animations, you do exactly the same because you don't know what the button for recorded animations does anyways =3

yes you can make cutscenes, and it can be done in 3 ways as far as i know.

-world related anims, so it's linked to the coordinates
-just anims, you have to add it to the biped anim graph
-nifty AI placement. <--- good luck with that
Edited by BeachParty clan on Jul 20, 2009 at 09:11 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 20, 2009 09:30 AM    Msg. 4 of 22       
Meow meow, you CAN'T make recorded animations. You run recorded animations using "recording_play". You play custom animations using the custom animation command.
Edited by Gamma927 on Jul 21, 2009 at 12:08 AM


gruntfromhalo
Joined: Nov 21, 2007

actual loli


Posted: Jul 20, 2009 10:56 AM    Msg. 5 of 22       
Quote: --- Original message by: Gamma927
Meow meow, you CAN'T make recorded animations. You run recorded animations using "recording_play". You play recorded animations using the custom animation command.
This. Beachparty, what you said was not, in fact, recorded animations if I actually get what you were trying to say. Recorded animations is what bungie and the guys who made the game used, but locked on our HEKs.
Edited by gruntfromhalo on Jul 20, 2009 at 10:57 AM


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 21, 2009 12:07 AM    Msg. 6 of 22       
Thank you, all of you


You want to move AI, read some tutorials
----------------------------------------------------------
but i don't know wich tutorial is it , i can't find it.
and i know how to move ai ,but i can't move bipeds
Edited by 117MC on Jul 21, 2009 at 02:40 AM


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Jul 21, 2009 04:27 AM    Msg. 7 of 22       
Quote: --- Original message by: 117MC

Thank you, all of you


You want to move AI, read some tutorials
----------------------------------------------------------
but i don't know wich tutorial is it , i can't find it.
and i know how to move ai ,but i can't move bipeds
Edited by 117MC on Jul 21, 2009 at 02:40 AM


Then you move ai using that biped. Problem solved.


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 21, 2009 04:56 AM    Msg. 8 of 22       
enter what?


jacknme
Joined: Aug 29, 2008

If you see this, you must be in an old topic


Posted: Jul 21, 2009 05:00 AM    Msg. 9 of 22       
Quote: --- Original message by: 117MC
enter what?


You know how to move ai don't you? Open the .actor_variant, change the box with unit to another biped.


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 21, 2009 06:40 AM    Msg. 10 of 22       
i just know how to use command list to tell ai do something.
and i don't know how to use command list in script

i entered ai_(i forget what are these words) marine2 snipergo
"marine2" is an encounter name , and "snipergo" is a command list .
i compiled the script into my map , and tested it . but this command list was not work
Edited by 117MC on Jul 21, 2009 at 06:50 AM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jul 21, 2009 06:46 AM    Msg. 11 of 22       
Quote: --- Original message by: 117MC

i just know how to use command list to tell ai do something.
and i don't know how to use command list in script
Edited by 117MC on Jul 21, 2009 at 06:40 AM


You can activate a command list through a script, but that's all you can do with both scripts and command lists.

Of course, many interesting things can be done with AI in scripts, more than you can ever hope to achieve with command lists.

What are you trying to find out again? =P


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 21, 2009 06:53 AM    Msg. 12 of 22       
i entered ai_(i forget what are these words) marine2 snipergo
"marine2" is an encounter name , and "snipergo" is a command list .
i compiled the script into my map , and tested it . but this command list was not work
------------------------------------------------------------------------------------------------------
this
Edited by 117MC on Jul 21, 2009 at 06:53 AM


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Jul 21, 2009 07:09 AM    Msg. 13 of 22       
You don't have to use AI, if it's a cinematic you can use world relative or local biped animations. read up on TP animations, I'm using them in my map.

as for the second question:
(unit_enter_vehicle )
(ai_attach )
(ai_command_list )


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 21, 2009 09:42 AM    Msg. 14 of 22       
world relative

what is it ....

----------------------------------------------
as for the second question:
(unit_enter_vehicle )
(ai_attach )
(ai_command_list )

can you give me a example?
because i tryed this :(unit_enter_vehicle ) , but it did not work


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 21, 2009 09:47 AM    Msg. 15 of 22       
You need to use (ai_command_list marine2 snipergo) in this case.

As for world relative animations, they're certain types of animations that reference certain locations. So when creating the animation, you put the coordinates at this certain location, the unit will appear at that location on the map.


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 21, 2009 10:13 AM    Msg. 16 of 22       
(ai_command_list marine2 snipergo)
(unit_enter_vehicle marine2 warthog1)
(ai_attach ajjohnson marine2)

then?what should i enter next?

come on! my command list does not work in scripts
Edited by 117MC on Jul 21, 2009 at 11:40 PM


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Jul 22, 2009 05:17 PM    Msg. 17 of 22       
"AI attach" has to be first, then "unit enter vehicle" then "ai command list".
This is a script right out of my map. Three marines enter a vehicle and drive away when a trigger volume is entered.

(script startup wart
(begin

(sleep_until (volume_test_objects wart (players)) 15)
(unit_enter_vehicle driver wart W-driver)
(unit_enter_vehicle pass wart W-passenger)
(unit_enter_vehicle gun wart W-gunner)
(ai_attach driver wart/driver)
(ai_attach gun wart/driver)
(ai_attach pass wart/driver)
(ai_command_list wart/driver wart)
(sleep_until (volume_test_objects exit (players)) 15)
(object_destroy driver)
(object_destroy gun)
(object_destroy pass)
(object_destroy wart)




))


Note that (unit_enter_vehicle) needs 3 parameters. unit, vehicle and seat.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 22, 2009 07:18 PM    Msg. 18 of 22       
Why do you need to attach? Unit_enter_vehicle is enough.


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Jul 23, 2009 03:38 PM    Msg. 19 of 22       
But he wants the biped to drive the vehicle, witch requires artificial intelligence.

EDIT:
Your not using the (ai_command_list) command right. you need to specify the squad, not the encounter. if I have a squad named "driver" under the encounter "Wart", the I need to type (ai_command_list wart/driver <command_list>).
Edited by yukonmuffin on Jul 23, 2009 at 03:46 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jul 23, 2009 06:24 PM    Msg. 20 of 22       
Oh right. I thought you wrote object_attach for some strange reason.
As for (ai_command_list, the syntax is to specify the AI ENCOUNTER, not the SQUAD. It should look like this:

(ai_command_list [AI ENCOUNTER] [AI COMMAND LIST])


yukonmuffin
Joined: May 10, 2007

Breakn' Stuff to look tough.


Posted: Jul 24, 2009 05:45 AM    Msg. 21 of 22       
that's what the description says but my script won't compile unless I specify the encounter and the squad, like (ai_command_list Encounter/squad command-list). The squad has the actor_variants. the code I wrote above compiles and does what it's supposed to in my map.

Maby the way you have your encounters set up you don't need to specify a squad... but better safe then sorry.


117MC
Joined: Jul 20, 2009

117士官长


Posted: Jul 27, 2009 11:19 PM    Msg. 22 of 22       
thank you for ever

 

 
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