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Author Topic: Firefight rounds script? (36 messages, Page 1 of 2)
Moderators: Dennis

pakar45
Joined: Sep 21, 2008

Hi


Posted: Dec 5, 2009 08:53 PM    Msg. 1 of 36       
Okay, I need to know how to make firefight scripts,so that the ai will spawn each round,I looked at Lod3x's tutorial,and that is not the way I want it done, I don't want any dropships,just for the ai to spawn once one wave is killed. how would I do this?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 5, 2009 09:31 PM    Msg. 2 of 36       
global boolean waveXdead

(sleep_until waveXdead)
spawn next encounter

of course there's more to it than that but hey.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 5, 2009 09:50 PM    Msg. 3 of 36       
(ai_place wave1)
(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 0) 15)
(sleep 150)
(ai_place wave2)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 0) 15)
(sleep 150)
(ai_place wave3)
(ai_magically_see_players wave3)
(sleep_until (= (ai_living_count wave3) 0) 15)
(sleep 150)
(ai_place wave4)

etc, etc


pakar45
Joined: Sep 21, 2008

Hi


Posted: Dec 5, 2009 10:05 PM    Msg. 4 of 36       
Thanks elefant,can you have one where it will tell which round you are on? Like a message will appear each time? Or where you could type "Round 2 AR unlocked"


CorruptedHalo
Joined: May 18, 2009


Posted: Dec 6, 2009 12:43 AM    Msg. 5 of 36       
Behold, the scripts to Timberland Firefight:
(script startup AIplace
(ai_allegiance human player)
(show_hud_help_text true)
(hud_set_help_text obj1)
(hud_set_objective_text obj1)
(sleep 150)
(show_hud_help_text false)
(show_hud_help_text true)
(hud_set_help_text obj2)
(hud_set_objective_text obj2)
(sleep 150)
(show_hud_help_text false)
(sleep_until (volume_test_objects AIspawn (players)) 15)
(ai_follow_target_players MarineARs)
(show_hud_help_text true)
(hud_set_help_text obj3)
(hud_set_objective_text obj3)
(sleep 150)
(show_hud_help_text false)
(ai_place wave1)
(sleep_until (= (ai_living_count wave1) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj5)
(hud_set_objective_text obj5)
(sleep 150)
(show_hud_help_text false)
(ai_place wave2)
(sleep_until (= (ai_living_count wave2) 0) 15)
(show_hud_help_text true)
(hud_set_help_text obj7)
(hud_set_objective_text obj7)
(sleep 150)
(show_hud_help_text false)
(ai_place wave3)
(sleep_until (= (ai_living_count wave3) 0) 15)
(ai_place wave4)

that's the first few lines, anyway. As for HUD messages, I think there are some pretty good tutorials out there.


pakar45
Joined: Sep 21, 2008

Hi


Posted: Dec 6, 2009 12:45 AM    Msg. 6 of 36       
Thanks, that helped me remember what the hud message script was lol. :) Thanks again.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 6, 2009 01:40 AM    Msg. 7 of 36       
Quote: --- Original message by: UnevenElefant5
(ai_place wave1)
(show_hud_help_text true)
(hud_set_help_text [string in your hud messages file saying what wave it is])
(enable_hud_help_flash true)
(sleep 150)
(enable_hud_help_flash false)
(show_hud_help_text false)

(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 0) 15)
(sleep 150)
(ai_place wave2)
etc, etc

added the hud text


pakar45
Joined: Sep 21, 2008

Hi


Posted: Dec 6, 2009 03:48 PM    Msg. 8 of 36       
Holy..Thanks elefant, that worked! I just figured out how to script better too,learned some new commands,and hopefully, I will be able to make a firefight with dropships! +rep
to everyone who replied here and helped.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 6, 2009 03:52 PM    Msg. 9 of 36       
A firefight isn't a firefight if you have to do each wave one by one.... ugh that idea just makes me hurt inside.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 6, 2009 03:59 PM    Msg. 10 of 36       
I agree. That was one of the things I disliked most about Firefight Portent. It was way too limited.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 6, 2009 04:09 PM    Msg. 11 of 36       
Quote: --- Original message by: Gamma927
I agree. That was one of the things I disliked most about Firefight Portent. It was way too limited.


If you guys would trust me I'd fix it up for you and make it a wee bit more engaging.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Dec 6, 2009 05:19 PM    Msg. 12 of 36       
Ya I would like to make a firefight too. Oh and, Pakar I have to wait until before christmas eve to get my new laptop right now i'm typing from my Ipod because my other computer got infected with trojans lol so yeah you can see I'm not on xfire anymore.... PVT Jenkins: <:(
Edited by PVT Jenkins on Dec 6, 2009 at 05:20 PM


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Dec 7, 2009 06:45 PM    Msg. 13 of 36       
Quote: --- Original message by: UnevenElefant5
(ai_place wave1)
(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 0) 15)
(sleep 150)
(ai_place wave2)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 0) 15)
(sleep 150)
(ai_place wave3)
(ai_magically_see_players wave3)
(sleep_until (= (ai_living_count wave3) 0) 15)
(sleep 150)
(ai_place wave4)

etc, etc


Not in ODST firefight.
(ai_place wave1)
(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 3) 15)
(sleep 150)
(ai_place wave2)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 3) 15)
(sleep 150)
(ai_place wave3)
(ai_magically_see_players wave3)
(sleep_until (= (ai_living_count wave3) 3) 15)
(sleep 150)
(ai_place wave4)

3 is a rough estimate. Furthermore, "each wave means more bad guys. Five waves make up a round. 3 rounds in a set." L0d3x's script suits that.

If you want a real ODST replica, which I don't really want.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 7, 2009 07:29 PM    Msg. 14 of 36       
Quote: --- Original message by: Dwood
Quote: --- Original message by: Gamma927
I agree. That was one of the things I disliked most about Firefight Portent. It was way too limited.


If you guys would trust me I'd fix it up for you and make it a wee bit more engaging.

Gee, I wonder why we don't.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 7, 2009 07:32 PM    Msg. 15 of 36       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: Dwood
Quote: --- Original message by: Gamma927
I agree. That was one of the things I disliked most about Firefight Portent. It was way too limited.


If you guys would trust me I'd fix it up for you and make it a wee bit more engaging.

Gee, I wonder why we don't.


I wonder as well.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 7, 2009 08:00 PM    Msg. 16 of 36       
If that was a serious question, look at the way you handled your own Firefight. I'm not going into exactly what you did, but you should know.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 7, 2009 08:28 PM    Msg. 17 of 36       
Quote: --- Original message by: Gamma927
If that was a serious question, look at the way you handled your own Firefight. I'm not going into exactly what you did, but you should know.


Interaction with other people or gameplay-wise? I know of several things that might fit.

Edited by Dwood on Dec 7, 2009 at 08:28 PM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 7, 2009 08:30 PM    Msg. 18 of 36       
Quote: --- Original message by: PX173
Not in ODST firefight.
(ai_place wave1)
(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 3) 15)
(sleep 150)
(ai_place wave2)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 3) 15)
(sleep 150)
(ai_place wave3)
(ai_magically_see_players wave3)
(sleep_until (= (ai_living_count wave3) 3) 15)
(sleep 150)
(ai_place wave4)

3 is a rough estimate. Furthermore, "each wave means more bad guys. Five waves make up a round. 3 rounds in a set." L0d3x's script suits that.

If you want a real ODST replica, which I don't really want.

Ok, well then you don't have to use the script. I posted it to meet pakar's requirements not yours :\


Advancebo
Joined: Jan 14, 2008


Posted: Dec 7, 2009 08:38 PM    Msg. 19 of 36       
Firefight is overrated.


PX173
Joined: Aug 22, 2009

It was worth it.


Posted: Dec 7, 2009 09:16 PM    Msg. 20 of 36       
Quote: --- Original message by: UnevenElefant5
Quote: --- Original message by: PX173
Not in ODST firefight.
(ai_place wave1)
(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 3) 15)
(sleep 150)
(ai_place wave2)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 3) 15)
(sleep 150)
(ai_place wave3)
(ai_magically_see_players wave3)
(sleep_until (= (ai_living_count wave3) 3) 15)
(sleep 150)
(ai_place wave4)

3 is a rough estimate. Furthermore, "each wave means more bad guys. Five waves make up a round. 3 rounds in a set." L0d3x's script suits that.

If you want a real ODST replica, which I don't really want.

Ok, well then you don't have to use the script. I posted it to meet pakar's requirements not yours :\

The only things he said were making the AI spawn once the wave was killed and no dropships. I made a mistake on "the wave was killed", but nothing else.
Quote: --- Original message by: UnevenElefant5
:/


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 14, 2009 06:02 PM    Msg. 21 of 36       
anyone wanna tell me if i put these in different scripts but. make a tut on how to get them to work right like do i name some ai wave1


CorruptedHalo
Joined: May 18, 2009


Posted: Dec 14, 2009 06:04 PM    Msg. 22 of 36       
L0d3x has a tut on this site, follow that.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 14, 2009 06:04 PM    Msg. 23 of 36       
Quote: --- Original message by: Hydrogen
anyone wanna tell me if i put these in different scripts but make a tut on how to get them to work right like do i name some ai wave1


Everything you need to make a basic Firefight with no extra fuzz is in this thread.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 14, 2009 06:06 PM    Msg. 24 of 36       
ok but i dont get how to make all the ai spawn on the wave do i just import scripts name ai wave1 and wave2 and call it good?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 14, 2009 06:17 PM    Msg. 25 of 36       
Quote: --- Original message by: Hydrogen
ok but i dont get how to make all the ai spawn on the wave do i just import scripts name ai wave1 and wave2 and call it good?


Be sure all starting points are placed.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Dec 14, 2009 07:03 PM    Msg. 26 of 36       
ok I know that much but do i name them a certain thing the spawn points the encounters idk im just guessing now


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 14, 2009 07:45 PM    Msg. 27 of 36       
Quote: --- Original message by: Hydrogen
ok I know that much but do i name them a certain thing the spawn points the encounters idk im just guessing now


Look up each script in the Halo Script Bible.

http://www.freewebs.com/desphm/HS_Bible.htm


MissingSpartan7
Joined: Feb 19, 2009

I abandoned this forum a long time ago...


Posted: Dec 14, 2009 11:14 PM    Msg. 28 of 36       
@ gamma, i know that you use a scrpit to make the ai go to you/find you. what is it? cos i cant remember ATM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Dec 14, 2009 11:22 PM    Msg. 29 of 36       
(ai_magically_see_players [name of encounter])


MissingSpartan7
Joined: Feb 19, 2009

I abandoned this forum a long time ago...


Posted: Dec 14, 2009 11:28 PM    Msg. 30 of 36       
i was trying that but they were just standing there, making attemts at shooting me
i want them to run and find me

BTW its on QPQ


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 15, 2009 12:20 AM    Msg. 31 of 36       
Make sure there are firing positions near you.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 15, 2009 05:19 AM    Msg. 32 of 36       
Quote: --- Original message by: Gamma927
Make sure there are firing positions near you.


This. If there are no firing positions they won't go after you.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 15, 2009 04:31 PM    Msg. 33 of 36       
That means they'll ignore everyone else, unless its absolutely important.


CorruptedHalo
Joined: May 18, 2009


Posted: Dec 15, 2009 04:48 PM    Msg. 34 of 36       
Quote: --- Original message by: Dratt
What about if there is no one else...

Then there'd be no reason to set the script up in the first place, because they'd be chasing you...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 15, 2009 04:49 PM    Msg. 35 of 36       
Then they'd be ignoring who's not there.

 
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