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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Help My Script!

Author Topic: Help My Script! (8 messages, Page 1 of 1)
Moderators: Dennis

DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 30, 2009 08:22 PM    Msg. 1 of 8       
(script startup basicscript
(activate_team_nav_point_flag default player nav_1 0.6)
(sleep_until (volume_test_objects enc_1 (players))15)
(ai_place enc_1)
(game_save_no_timeout)
(sleep_until (volume_test_objects enc_2 (players))15)
(ai_place enc_2)
(sleep_until (volume_test_objects enc_3 (players))15)
(ai_place enc_3)
(game_save_no_timeout)
(deactivate_team_nav_point_flag default player nav_1 0.6)
(game_save_no_timeout)
(sleep_until (volume_test_objects enc_4 (players))15)
(ai_place enc_4)
(sleep_until (volume_test_objects enc_5 (players))15)
(ai_place enc_5)
(game_save_no_timeout)
(sleep_until (volume_test_objects hunters (players))15)
(ai_place hunters)
(sleep_until (volume_test_objects new_bound_passage (players))15)
(ai_place new_bound_passage)
(game_save_no_timeout)
)

That is it. If anyone can help me that'd be great?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 30, 2009 08:30 PM    Msg. 2 of 8       
What seems to be the problem?


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 30, 2009 08:33 PM    Msg. 3 of 8       
Quote: --- Original message by: Gamma927
What seems to be the problem?

It doesn't work. Here is what I'm trying to do.

1.) Have a waypoint marker at a specific point.
2.) Have enemies spawn as I enter a trigger volume.

That's basically it. Idk what the problem is.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Aug 30, 2009 08:35 PM    Msg. 4 of 8       
I'm not good at scripts, but I'm almost positive you didn't tell the script what the triggervolumes name is.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 30, 2009 08:42 PM    Msg. 5 of 8       
Quote: --- Original message by: Higuy
I'm not good at scripts, but I'm almost positive you didn't tell the script what the triggervolumes name is.

The trigger volumes names are included in:

(sleep_until (volume_test_objects enc_1 (players))15)

it's enc_1 (I named the encounter and trigs the same for simplicity.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 30, 2009 08:45 PM    Msg. 6 of 8       
Translate:

1) Activate flag
2) Sleep until player is in trigger volume enc_1
3) Place AI
4) Sleep until player is in trigger volume enc_2
5) Place AI
6) Sleep until player is in trigger volume enc_3
7) Place AI
8) Save game
9) Deactivate flag
10) Save game
11) Sleep until player is in trigger volume enc_4
12) Place AI
13) Sleep until player is in trigger volume enc_5
14) Place AI
15) Save
16) Sleep until player is in trigger volume hunters
17) Place hunters
18) Sleep until player is in trigger volume new_bound_passage
19) Place AI
20) Save game

@ numbers 8 - 10, I don't see why you save the game, then deactivate the nav point, then save the game. Why don't you just wait until the player enters enc_3, place the AI, delete the nav point, then save? Because what you have now is wait for the player to enter enc_3, place the AI, save, delete the nav point, and then save.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Aug 30, 2009 08:47 PM    Msg. 7 of 8       
How do I make it to where you have the nav point dissapearing when you reach it?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 30, 2009 08:51 PM    Msg. 8 of 8       
As I said on xfire. Put a trigger volume over it, put a sleep_until script, and run the deactivate nav point command once you're in the trigger volume. You created a trigger volume called nav_1. So create a sleep_until command using the trigger volume nav_1, and wait until you're inside. THEN deactivate the team nav point. It'd be best if you put this in a separate script, so you don't interfere with anything already in place.

 

 
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