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Author Topic: Some Scripting Questions (Plus custom_animations command) (8 messages, Page 1 of 1)
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shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 19, 2010 07:17 PM    Msg. 1 of 8       
*Sigh* Alright, I've been trying to practice some scripting so I decided to make a test firefight map on the tutorial map. I got the concept nailed down but now I'm stuck.

What I want to bascially do is have the game check to see if the level is being is played on a certain difficulty, then decide what to do from there.

Here is a part of my script:

(script dormant legendarywave
(if (game_difficulty_get legendary)
(object_create_anew yghost1)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver1))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas1))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas2))
(object_create_anew yghost2)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver2))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas3))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas4))
(object_create_anew yghost3)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver3))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas5))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas6))
(object_create_anew yghost4)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver4))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas7))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas8))
)
)



(script dormant wave5
(wake obj5)
(sound_looping_start levels\d40\music\d40_08 none 1)
(sleep 300)
(wake obj7)
(ai_place wave5)
(object_create_anew ghost1)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver1))
(object_create_anew ghost2)
(vehicle_load_magic ghost2 driver (ai_actors wave5/driver2))
(wake legendarywave)
(ai_place back_up2)
(ai_magically_see_players wave5)
(ai_follow_target_players back_up2)
)

What I was trying to do was, have the game check to see if the level is being played on legendary, and if it is, to spawn all those vehicles above. Also, I wanted the script to do another action, (such as spawn less vehicles or weaker enemies) if the level is not being played on legendary. The spawning is easy to script, but I need the game to check the difficulty and to act according to that information.

Can anyone help my problem?

I believe Gamma is a very good scripter, so if possible can you (Gamma) help me understand and solve my problem?

Also, I know how to do FP and 3P animations for Halo, but how would I go creating custom_animations for dropships to come in? Can someone explain this concept? I've read many tutorials and guides but most of them just said to make a custom_animation and loop that, (which I don't know how to make). Are there any tutorials that can help me make the animations?

Thanks in advance.
Edited by shadowce9 on Mar 19, 2010 at 07:20 PM


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 19, 2010 08:26 PM    Msg. 2 of 8       
ok yeah I rally don't know about the is but I got board so i tried your script and.... sapien don't like it.


I know this is probally what you wanted to fix though...


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 19, 2010 09:24 PM    Msg. 3 of 8       
Yeah it is. Wow, I can't believe I requested for my script to be fixed without even giving the error. Anyway, this is the error I recieve:

[test_map line 65] i expected (if []).: (if (game_difficulty_get legendary)
recompiling scripts after scenarios were merged.
this left parenthesis is unmatched.: (if (game_difficulty_get legendary)

I know you might not be able to help but I hope someone else can.


EDIT: My response was to the other guy btw.
Edited by shadowce9 on Mar 19, 2010 at 09:26 PM

EDIT 2: to Silent STRKR: Yeah but, all my parenthesis seem to match up, and I said I showed only a part of my script. The 2nd one is fine. I'll post it here:

(script dormant obj1
(show_hud_help_text true)
(hud_set_help_text obj1)
(hud_set_objective_text obj1)
(sleep 150)
(show_hud_help_text false)
)


(script dormant obj2
(show_hud_help_text true)
(hud_set_help_text obj2)
(hud_set_objective_text obj2)
(sleep 150)
(show_hud_help_text false)
)


(script dormant obj3
(show_hud_help_text true)
(hud_set_help_text obj3)
(hud_set_objective_text obj3)
(sleep 150)
(show_hud_help_text false)
)


(script dormant obj4
(show_hud_help_text true)
(hud_set_help_text obj4)
(hud_set_objective_text obj4)
(sleep 150)
(show_hud_help_text false)
)


(script dormant obj5
(show_hud_help_text true)
(hud_set_help_text obj5)
(hud_set_objective_text obj5)
(sleep 150)
(show_hud_help_text false)
)


(script dormant obj6
(show_hud_help_text true)
(hud_set_help_text obj6)
(hud_set_objective_text obj6)
(sleep 150)
(show_hud_help_text false)
)


(script dormant obj7
(show_hud_help_text true)
(hud_set_help_text obj7)
(hud_set_objective_text obj7)
(sleep 150)
(show_hud_help_text false)
)


(script dormant legendarywave
(if (game_difficulty_get legendary)
(object_create_anew yghost1)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver1))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas1))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas2))
(object_create_anew yghost2)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver2))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas3))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas4))
(object_create_anew yghost3)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver3))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas5))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas6))
(object_create_anew yghost4)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver4))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas7))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas8))
)
)



(script dormant wave5
(wake obj5)
(sound_looping_start levels\d40\music\d40_08 none 1)
(sleep 300)
(wake obj7)
(ai_place wave5)
(object_create_anew ghost1)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver1))
(object_create_anew ghost2)
(vehicle_load_magic ghost2 driver (ai_actors wave5/driver2))
(wake legendarywave)
(ai_place back_up2)
(ai_magically_see_players wave5)
(ai_follow_target_players back_up2)
)


(script dormant wave4
(wake obj4)
(sleep 300)
(ai_place wave4)
(object_create_anew c_gun)
(ai_magically_see_players wave4)
(sleep_until (= (ai_living_count wave4) 0) 15)
(game_save_no_timeout)
(wake wave5)
)


(script dormant wave3
(wake obj3)
(sleep 300)
(ai_place wave3)
(ai_magically_see_players wave3)
(sleep_until (= (ai_living_count wave3) 0) 15)
(game_save_no_timeout)
(wake wave4)
)


(script dormant wave2
(wake obj2)
(sleep 300)
(ai_place wave2)
(ai_magically_see_players wave2)
(sleep_until (= (ai_living_count wave2) 0) 15)
(game_save_no_timeout)
(wake wave3)
)


(script startup wave1
(fade_in 1 1 1 30)
(wake obj1)
(ai_follow_target_players back_up)
(ai_magically_see_players wave1)
(sleep_until (= (ai_living_count wave1) 0) 15)
(game_save_no_timeout)
(wake wave2)
)


(script dormant back_up_respawn
(sleep 900)
(wake obj6)
(ai_place back_up)
(ai_follow_target_players back_up)
)


(script continuous back_up
(sleep_until (= (ai_living_count back_up) 0) 15)
(wake back_up_respawn)
)


(script continuous weapon_change1
(sleep 30)
(object_destroy plasma_rifle)
(object_create shotgun)
(sleep 30)
(object_destroy shotgun)
(object_create needler)
(sleep 30)
(object_destroy needler)
(object_create plasma_pistol)
(sleep 30)
(object_destroy plasma_pistol)
(object_create pistol)
(sleep 30)
(object_destroy pistol)
(object_create rl)
(sleep 30)
(object_destroy rl)
(object_create plasma_rifle)
)


(script continuous weapon_change2
(sleep 30)
(object_destroy sniper_rifle)
(object_create s_smg)
(sleep 30)
(object_destroy s_smg)
(object_create plasma_cannon)
(sleep 30)
(object_destroy plasma_cannon)
(object_create spartanlaser)
(sleep 30)
(object_destroy spartanlaser)
(object_create b_plasma_rifle)
(sleep 30)
(object_destroy b_plasma_rifle)
(object_create assault_rifle)
(sleep 30)
(object_destroy assault_rifle)
(object_create sniper_rifle)
)


(script continuous weapon_ammo_change
(sleep 30)
(object_destroy n_ammo)
(object_create p_ammo)
(sleep 30)
(object_destroy p_ammo)
(object_create ar_ammo)
(sleep 30)
(object_destroy ar_ammo)
(object_create rl_ammo)
(sleep 30)
(object_destroy rl_ammo)
(object_create sr_ammo)
(sleep 30)
(object_destroy sr_ammo)
(object_create smg_ammo)
(sleep 30)
(object_destroy smg_ammo)
(object_create sg_ammo)
(sleep 30)
(object_destroy sg_ammo)
(object_create n_ammo)
)

See? I do have the scripts which are needed for the 2nd one. But I still recieve the error:

[test_map line 65] i expected (if <condition> <then> [<else>]).: (if (game_difficulty_get legendary)
recompiling scripts after scenarios were merged.
this left parenthesis is unmatched.: (if (game_difficulty_get legendary)

Can you help?
Edited by shadowce9 on Mar 19, 2010 at 09:32 PM


shadowslayer123
Joined: Feb 22, 2009

Not the american average


Posted: Mar 19, 2010 11:43 PM    Msg. 4 of 8       
i think in scripting its called impossible instead of legendary, but i know its not called legendary in scripts.


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 20, 2010 09:43 AM    Msg. 5 of 8       
You're right, but I already tried that. I get the same error from it. Mabye someone can give me the correct use of the command?


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Mar 22, 2010 04:34 AM    Msg. 6 of 8       
try this script

(script dormant legendarywave
(if (= (game_difficulty_get_real) impossible)
(begin
(object_create_anew yghost1)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver1))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas1))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas2))
(object_create_anew yghost2)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver2))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas3))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas4))
(object_create_anew yghost3)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver3))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas5))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas6))
(object_create_anew yghost4)
(vehicle_load_magic ghost1 driver (ai_actors wave5/driver4))
(vehicle_load_magic ghost1 passenger (ai_actors wave5/pas7))
(vehicle_load_magic ghost1 passenger1 (ai_actors wave5/pas8))
)
)
)

It should work

Edit just seen that you are loading all of the actors into the same ghost chang the script to put them in the correct ghosts

Edited by killer kiwi on Mar 22, 2010 at 04:40 AM


shadowce9
Joined: Mar 13, 2010

Learning Halo CE Scripting.


Posted: Mar 22, 2010 03:40 PM    Msg. 7 of 8       
Thanks, I already figured it out, but I'll keep your script in mine.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Mar 24, 2010 04:35 PM    Msg. 8 of 8       
When ever it says something like

[test_map line 65] i expected (if []).: (if (game_difficulty_get legendary)
recompiling scripts after scenarios were merged.
this left parenthesis is unmatched.: (if (game_difficulty_get legendary)

the first line is the one thats the problem the bottom 2 don't matter

 

 
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