
DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
|
Posted: Feb 14, 2010 03:44 PM
Msg. 1 of 3
But not by me. I need to know a few things in regards to scripting in special encounters and technical crap. Here I go:
-How do I properly script in Dropships? (Not just recorded crap, but as far as scripting goes too.)
-How do I lock device doors and have a control panel unlock them?
-How do I remove everything from a past point (such as destroyed vehicles)?
-How do I create objects through Trigger Volumes and scripting? (like, so I don't have my screen lag when I look in the direction of a lot of scenery.)
-How do I end an SP level PRECISELY? (By precise I mean not just game_won but all the crap before that.)
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Feb 14, 2010 03:59 PM
Msg. 2 of 3
Quote: --- Original message by: DarkHalo003 But not by me. I need to know a few things in regards to scripting in special encounters and technical crap. Here I go:
-How do I properly script in Dropships? (Not just recorded crap, but as far as scripting goes too.) custom_animation
-How do I lock device doors and have a control panel unlock them? set the "not initially open". Not sure what the script is to open it
-How do I create objects through Trigger Volumes and scripting? (like, so I don't have my screen lag when I look in the direction of a lot of scenery.) you don't use trigger volumes to do what your asking about, you use portals which would mean editing the bsp Edited by Higuy on Feb 14, 2010 at 03:59 PM
|
|
|

Codebrain
Joined: Sep 29, 2007
/meme
|
Posted: Feb 14, 2010 04:24 PM
Msg. 3 of 3
Quote: --- Original message by: DarkHalo003-How do I properly script in Dropships? (Not just recorded crap, but as far as scripting goes too.) For dropships you need to either use a recorded animation from one of Halo 1's Campaign maps, or you can custom create your own in 3ds Max.
Scripting depends on what you use, recorded or custom. In a30, for example, here is the script portion that has the first dropship encounter:Quote: (script dormant mission_lz_dropship Script is callled from main mission script (object_create lz_cship ) Creates a c_dropship named lz_cship (unit_close lz_cship ) Closes the doors for the lz_cship (ai_place lz_search/cship_toon ) Places the AI encounter for the dropship to hold (ai_braindead lz_search true ) Makes sure the encounter does not fire at the player until the dropship is finished dropping them off (vehicle_load_magic lz_cship "passenger" (ai_actors lz_search/cship_toon )) Magically adds the entire encounter to the lz_cship's seats (object_teleport lz_cship lz_cship_flag ) Teleports lz_cship behind the left mountain so the player cannot see it spawn (recording_play_and_hover lz_cship lz_cship_enter ) Plays the recorded animation (objects_predict lz_cship ) Loads the c_dropship from memory via object_definition in the script (sleep (max 0 (- (recording_time lz_cship )750 ))) Sleeping until recorded animation is done (ai_conversation lz_cship_enter ) Cortana warns player of lz_cship (sleep_until (< 4 (ai_conversation_status lz_cship_enter ))1 ) Wait's until ai_conversation_status is greater than four (sleep (recording_time lz_cship )) Sleep for how long the recorded animation is (if (volume_test_objects lz_bridge (players )) Testing if player has entered lz_bridge trigger volume (begin (ai_conversation lz_cship_danger ))(if (volume_test_objects lz_landing (players )) Cortana warns player about c_dropship (begin (ai_conversation lz_cship_danger ))(if true (begin (ai_conversation lz_cship_safe )) ))) Cortana tells you to get to safety (set play_music_a30_01_alt true ) Plays Alternate of a30_01 (vehicle_hover lz_cship false ) disables hovering for lz_cship (recording_play_and_hover lz_cship lz_cship_landing_drop ) lz_cship plays landing recorded animation (sleep (max 0 (- (recording_time lz_cship )60 ))) sleeps for how long the recorded animation is (unit_open lz_cship ) Opens the doors to lz_cship (sleep 60 ) Sleep 2 seconds (begin_random (begin (vehicle_unload lz_cship "cd-passengerl01" )(sleep 5 )) Random exit for the AI encounter to get out (begin (vehicle_unload lz_cship "cd-passengerl02" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerl03" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerl04" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerr01" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerr02" )(sleep 5 )) (begin (vehicle_unload lz_cship "cd-passengerr03" )(sleep 5 ))(begin (vehicle_unload lz_cship "cd-passengerr04" )(sleep 5 ))) (ai_braindead lz_search false ) lz_search is no longer braindead (can act against player) (sleep 120 ) Sleep for 4 seconds (vehicle_hover lz_cship false ) disables hovering for lz_cship (recording_play_and_delete lz_cship lz_cship_landing_exit ) Plays the recorded animation, and once finished deletes the c_dropship vehicle (sleep 30 ) Sleep for 1 second (unit_close lz_cship ) Close lz_cships doors (object_set_collideable lz_cship false ) Sets the lz_cship non-collidable (set play_music_a30_01 false ) No longer plays a30_01 (sleep_until (= (ai_living_count lz_search )0 )1 )(set mark_lz_dropship true )) Player has defeated lz_search -How do I lock device doors and have a control panel unlock them? This is for syncing doors, however in the script it has footnotes telling you what command does what, and it shows you basically how to use the control panel to unlock a door. http://hce.halomaps.org/index.cfm?fid=3272-How do I remove everything from a past point (such as destroyed vehicles)? I believe the command was (garbage_collect_now), which deletes any garbage (being dead bipeds, vehicles, weapons) while the player is not looking at them, when the command is called. -How do I create objects through Trigger Volumes and scripting? (like, so I don't have my screen lag when I look in the direction of a lot of scenery.) Place a trigger volume where you would want the scenery to spawn, but not within the players view. Set the scenery to not automatically spawn, and use object_create to spawn the object when the player enters the trigger volume.Quote: (script dormant load_scenery) Dormant Script called load_scenery (if (volume_test_objects load_scenery1 (players )) Tests to see if player entered the trigger volume load_scenery (object_create scenery1) Create scenery called scenery1 (object_create scenery2) Create scenery called scenery2 (object_create scenery3) Create scenery called scenery3 etc
-How do I end an SP level PRECISELY? (By precise I mean not just game_won but all the crap before that.) Bungie, before using (game_won), displays a cutscene first, then when the cutscene is over (and the screen fades to black) then (game_won) is called.
|
|
|
| |
|
|
 |
|