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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Help with Cutscene Skipping Script

Author Topic: Help with Cutscene Skipping Script (8 messages, Page 1 of 1)
Moderators: Dennis

Noobyourmom
Joined: Mar 23, 2010


Posted: Mar 23, 2010 06:45 PM    Msg. 1 of 8       
I'm creating a singleplayer map for my first map, and I can't figure out a script that would allow the player to skip a cutscene. I've searched, and I can't find anything. Any help would be GREATLY APPRECIATED.

Also, does anyone know how to make the draco a scenery tag without having the doors shut? I know you can remove the driver seat and make it a stationary vehicle, but then the weapons and bodies fall through it and scenery would work better.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 23, 2010 08:35 PM    Msg. 2 of 8       
I believe you surround the cutscene with cinematic_start and cinematic_stop.


Noobyourmom
Joined: Mar 23, 2010


Posted: Mar 23, 2010 11:48 PM    Msg. 3 of 8       
I tested that and I still had to watch the cutscene, but I figured out I can just reset the action test and put most cutscene lines in the line (if (= (player_action_test_jump) 0) ()). That's probably overkill, but oh well. Do you know anything about how I'd fix the draco?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 24, 2010 12:22 AM    Msg. 4 of 8       
Checking whether the test jump is 0 won't do anything. I don't think it'd even compile. The test_action is essentially a boolean, and just using (player_action_test_jump) as a condition would work. You could also go for every other recordable button, if you'd like, including the primary and secondary triggers. That would probably be more feasible than the jump key.

As for the draco, you could import the draco into max, move the nodes such that the doors are open, export as a jms, and then compile it as a gbxmodel and a collision geometry.


Noobyourmom
Joined: Mar 23, 2010


Posted: Mar 25, 2010 03:33 PM    Msg. 5 of 8       
Okay, I imported it to gmax and deleted the doors, but when I try to export I get an error.

Chimp error: unable to find any used materials.
Ensure your objects have materials properly assigned to them.

and

JMS model exporter says:

Warning, there was no geometry to export.

What do I need to do?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 25, 2010 06:13 PM    Msg. 6 of 8       
For the JMS model exporter, the model must be linked to a frame. Create like a small sphere, name it frame scenery, and link the model to that frame. What I say may be wrong, as I'm not an expert on exporting models; I've only done weapon models, and I've only done scenery once. Worth a shot though.


Noobyourmom
Joined: Mar 23, 2010


Posted: Mar 27, 2010 07:20 PM    Msg. 7 of 8       
I know I'm the world's biggest noob for getting on every step. I linked it to a frame and textured. I was able to export it, but when I try to compile the .jms into a model, I get a tool error saying:

### doorless_draco.jms
EAX: 0xFFFFFFFE
EBX: 0x0020F501
ECX: 0x0012F160
EDX: 0x000002CC
EDI: 0x0012F160
ESI: 0x00000000
EBP: 0x0012F038
ESP: 0x0012F028
EIP: 0x7C90E514, C3 8D A4 24 ?????
EXCEPTION halt in .\intermediate_geometry.c,#444 triange->material_index->=0 &&
triangle->material_index<old_material_count

Know what I'm doing wrong?


Nametaker40
Joined: Sep 1, 2009


Posted: Mar 28, 2010 11:07 AM    Msg. 8 of 8       
Well, in the Material Editor, did you make a multi/sub thingy? If you did, (and i believe you are supposed to) make sure there is only the amount of IDs needed. And you must name the textures with the name of the texture you are using.. maybe pictures will help.
http://s688.photobucket.com/albums/vv242/Nametaker41/?action=view¤t=Picture.jpg
Edited by Nametaker40 on Mar 28, 2010 at 11:07 AM
Edited by Nametaker40 on Mar 28, 2010 at 11:08 AM

 

 
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