
shadowce9
Joined: Mar 13, 2010
Learning Halo CE Scripting.
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Posted: Mar 29, 2010 01:47 PM
Msg. 1 of 1
I made a script for an airstrike with a longsword, and a script for a pelican to come in and drop off it's riders near the red base in bloodgulch:
(script static void peli1 (custom_animation peli1 shadowce9\animations\bloodgulch\bloodgulch peli_enter 1) (sleep (unit_get_custom_animation_time peli1)) (custom_animation peli1 shadowce9\animations\bloodgulch\bloodgulch peli_float_down 1) (sleep (unit_get_custom_animation_time peli1)) (custom_animation peli1 shadowce9\animations\bloodgulch\bloodgulch peli_hover 1) (vehicle_unload peli1 P-riderLF) (vehicle_unload peli1 P-riderLM) (vehicle_unload peli1 P-riderLB) (vehicle_unload peli1 P-riderRF) (vehicle_unload peli1 P-riderRM) (vehicle_unload peli1 P-riderRB) (sleep (unit_get_custom_animation_time peli1)) (custom_animation peli1 shadowce9\animations\bloodgulch\bloodgulch peli_float_up 1) (sleep (unit_get_custom_animation_time peli1)) (custom_animation peli1 shadowce9\animations\bloodgulch\bloodgulch peli_exit 1) (sleep (unit_get_custom_animation_time peli1)) (object_destroy peli1) )
(script static void peli1_start (object_create_anew peli1) (ai_place peli1_pas) (vehicle_load_magic peli1 P-riderLF (ai_actors peli1_pas/pas1)) (vehicle_load_magic peli1 P-riderLM (ai_actors peli1_pas/pas2)) (vehicle_load_magic peli1 P-riderLB (ai_actors peli1_pas/pas3)) (vehicle_load_magic peli1 P-riderRF (ai_actors peli1_pas/pas4)) (vehicle_load_magic peli1 P-riderRM (ai_actors peli1_pas/pas5)) (vehicle_load_magic peli1 P-riderRB (ai_actors peli1_pas/pas6)) (peli1) )
(script continuous backup_check (sleep_until (<= (ai_living_count peli1_pas) 0)) (peli1_start) (peli1) )
(script static void air_obj8 (show_hud_help_text true) (hud_set_help_text obj8) (sleep 150) (show_hud_help_text false) )
(script static void air_obj9 (show_hud_help_text true) (hud_set_help_text obj9) (sleep 210) (show_hud_help_text false) )
(script static void air_obj10-12 (show_hud_help_text true) (hud_set_help_text obj10) (sleep 30) (hud_set_help_text obj11) (sleep 30) (hud_set_help_text obj12) (sleep 30) (show_hud_help_text false) )
(script static void air_underway (show_hud_help_text true) (hud_set_help_text obj13) (sleep 160) (show_hud_help_text false) )
(script static void air_finished (show_hud_help_text true) (hud_set_help_text obj14) (sleep 90) (show_hud_help_text false) )
(script continuous airstrike (sleep 1800) (air_obj8) (sleep 150) (air_obj9) (activate_team_nav_point_flag default_red "player" strike1 0.6) (activate_team_nav_point_flag default_red "player" strike2 0.6) (activate_team_nav_point_flag default_red "player" strike3 0.6) (activate_team_nav_point_flag default_red "player" strike4 0.6) (activate_team_nav_point_flag default_red "player" strike5 0.6) (activate_team_nav_point_flag default_red "player" strike6 0.6) (activate_team_nav_point_flag default_red "player" strike7 0.6) (activate_team_nav_point_flag default_red "player" strike8 0.6) (sleep 210) (object_create_anew longsword1) (custom_animation longsword1 shadowce9\animations\bloodgulch\longsword\longsword longsword1_air 1) (air_obj10-12) (sleep 90) (sleep (unit_get_custom_animation_time longsword1)) (object_destroy longsword1) (air_underway) (effect_new "vehicles\scorpion\shell explosion" strike8) (sleep 30) (effect_new "vehicles\scorpion\shell explosion" strike6) (sleep 15) (effect_new "vehicles\scorpion\shell explosion" strike3) (sleep 30) (effect_new "vehicles\scorpion\shell explosion" strike5) (sleep 10) (effect_new "vehicles\scorpion\shell explosion" strike7) (effect_new "vehicles\scorpion\shell explosion" strike1) (sleep 30) (effect_new "vehicles\scorpion\shell explosion" strike2) (sleep 15) (effect_new "vehicles\scorpion\shell explosion" strike4) (sleep 30) (air_finished) (deactivate_team_nav_point_flag "player" strike1) (deactivate_team_nav_point_flag "player" strike2) (deactivate_team_nav_point_flag "player" strike3) (deactivate_team_nav_point_flag "player" strike4) (deactivate_team_nav_point_flag "player" strike5) (deactivate_team_nav_point_flag "player" strike6) (deactivate_team_nav_point_flag "player" strike7) (deactivate_team_nav_point_flag "player" strike8) )
However, my problem is that even though I check not placed automatically for both of the vehicles, they still do not appear when they are supposed to in the script. Also, I manually created the vehicles with devmode in-game and tried to make them play the animations I made for them, but they just skip from frame 1 to 100 extremely fast. It looks like they just teleported away somewhere and came back after the animation is done.
Is there any way to fix my problems? (I'm pretty sure there is, as I have seen working animations such as b40_firefight for dropships and I also saw elefant's airstrike video with the longsword.)
Thanks in advance.
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