
deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Dec 23, 2009 11:43 AM
Msg. 1 of 8
Okay, for some reason I get an error with the first part of this script. Can someone help me out with it?
(script continuous aiplace) (ai_place Ghosts) (vehicle_load_magic g1 "G-driver" Ghosts) (vehicle_load_magic g2 "G-driver" Ghosts) (vehicle_load_magic g3 "G-driver" Ghosts) (vehicle_load_magic g4 "G-driver" Ghosts) (vehicle_load_magic g5 "G-driver" Ghosts) (vehicle_load_magic g6 "G-driver" Ghosts) (vehicle_load_magic g7 "G-driver" Ghosts) (vehicle_load_magic g8 "G-driver" Ghosts) (sleep_until (<= (ai_living_count Ghosts) 0))
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 23, 2009 01:15 PM
Msg. 2 of 8
This is what you have:
(script continuous aiplace) (ai_place Ghosts) (vehicle_load_magic g1 "G-driver" Ghosts) (vehicle_load_magic g2 "G-driver" Ghosts) (vehicle_load_magic g3 "G-driver" Ghosts) (vehicle_load_magic g4 "G-driver" Ghosts) (vehicle_load_magic g5 "G-driver" Ghosts) (vehicle_load_magic g6 "G-driver" Ghosts) (vehicle_load_magic g7 "G-driver" Ghosts) (vehicle_load_magic g8 "G-driver" Ghosts) (sleep_until (<= (ai_living_count Ghosts) 0) )
a) You closed off the continuous at the beginning b) I'm assuming ghosts is the encounter. You didn't add (ai_actors around it, to cast it to an object_list c) You didn't close off the sleep until d) You have nothing after the sleep_until. e) You can't have less than 0 existing AI.
Here's the fixed one:
(script continuous aiplace (ai_place ghosts) (vehicle_load_magic g1 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g2 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g3 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g4 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g5 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g6 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g7 "G-driver" (ai_actors ghosts)) (vehicle_load_magic g8 "G-driver" (ai_actors ghosts)) (sleep_until (= (ai_living_count ghosts) 0) 15) ([COMMANDS]) )
If you copy and paste this without understanding what was wrong, you deserve an e-slap. Then again, it won't work if you just copy and paste it, because I added a section for you to add the commands you want.
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deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Dec 23, 2009 04:09 PM
Msg. 3 of 8
Ok, I understand what I did wrong, but earlier, when I hadn't closed off the script continuous, it gave me an error..because I didn't close it off. Thanks for the help, im really bad at scripting.. Also, is there a way to test a script during sapien? Edited by deadlyfighter1000 on Dec 23, 2009 at 04:10 PM Edited by deadlyfighter1000 on Dec 23, 2009 at 04:12 PM Edited by deadlyfighter1000 on Dec 23, 2009 at 04:14 PM
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Polamee
Joined: Feb 25, 2008
MP2SPMT's founder
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Posted: Dec 23, 2009 11:40 PM
Msg. 4 of 8
Its probably because you forgot to close off at the end.
As for running scripts in Sapien, you can either type in the commands one by one in Sapien's dev, or use a command that runs all scripts in sapien, something along the lines of run_game_scripts "boolean". Gamma should be here shortly to enlighten us.
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deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Dec 24, 2009 12:13 PM
Msg. 5 of 8
Cool thanks.. lol anyways I have another question.. would it be possible to load units by their squad name? Because the way I'm using only works for one unit. All the units spawn but only one is forced into a vehicle because the encounter is the same.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 24, 2009 12:30 PM
Msg. 6 of 8
Yes, but your command that you're using only loads AI into one seat. That's why only one person could be loaded in. To load using a squad, instead of using (ai_actors [ENCOUNTER]), use (ai_actors [ENCOUNTER]/[SQUAD]). For example, if your encounter name is ai, and your squad name is squad, you would use (ai_actors ai/squad).
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deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
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Posted: Dec 24, 2009 02:59 PM
Msg. 7 of 8
KK thanks, you guys helped alot. Okay lol, I have another question (If nobody replies thats alright): I am making an un-shielded jackal.. but when I load him up into sapien I get this error:
12.24.09 15:00:33 EAX: 0x0000010D 12.24.09 15:00:33 EBX: 0x00000001 12.24.09 15:00:33 ECX: 0x00000110 12.24.09 15:00:33 EDX: 0x01DAB10C 12.24.09 15:00:33 EDI: 0x0012B428 12.24.09 15:00:33 ESI: 0x00000000 12.24.09 15:00:33 EBP: 0x0012B300 12.24.09 15:00:33 ESP: 0x0012B2F0 12.24.09 15:00:33 EIP: 0x7C90E514, C3 8D A4 24 ????? 12.24.09 15:00:33 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #26 is not a valid model_node_block index in [#0,#26) Woot figured out how to do another thing in a script!! (volume_test_object)
Oh one other thing, is there a way to mass load units as passengers?
Edited by deadlyfighter1000 on Dec 24, 2009 at 05:33 PM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 26, 2009 01:00 PM
Msg. 8 of 8
Quote: --- Original message by: deadlyfighter1000
KK thanks, you guys helped alot. Okay lol, I have another question (If nobody replies thats alright): I am making an un-shielded jackal.. but when I load him up into sapien I get this error:
12.24.09 15:00:33 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #26 is not a valid model_node_block index in [#0,#26) So, looks like you deleted a bone or frame from the model, and it has issues with geometry area in the gbxmodel tag. How did you remove the shield? he has a shielf off permutation, remove the "cannot be chosen randomly" flag from it, and put it on the shield on one, and then rename both of them to other things (since those are names the game reconizes for shield states and will try to change them anyways) then rename the permutations in the collision model to the same things so that it knows whats going on.
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