
aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: May 23, 2010 01:42 AM
Msg. 71 of 87
nice maps, sniper thing is kinda annoying, when you mean vehicle floor, do you mean textures? Also could you please you show me how to do the script for the text based conversation in a sp map of my own(credits will be given).
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Noobyourmom
Joined: Mar 23, 2010
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Posted: May 23, 2010 12:35 PM
Msg. 72 of 87
Quote: --- Original message by: aZn9ja37 nice maps, sniper thing is kinda annoying, when you mean vehicle floor, do you mean textures? Also could you please you show me how to do the script for the text based conversation in a sp map of my own(credits will be given). By vehicle floor, I mean the lower bound for vehicles. It's used to prevent banshees from going down crevices, make boats float, etc... I use hud messages for the rpg stuff. Here's a portion of the script I use: (if (= (player_action_test_primary_trigger) 0) (show_hud_help_text true)) (if (= (player_action_test_primary_trigger) 0) (hud_set_help_text obj17)) (if (= (player_action_test_primary_trigger) 0) (player_action_test_reset)) (if (= (player_action_test_primary_trigger) 0) (sleep_until (= (or (player_action_test_jump) (player_action_test_primary_trigger)) true) 15)) (if (= (player_action_test_primary_trigger) 0) (sleep 2)) (if (= (player_action_test_primary_trigger) 0) (camera_set torturer 0)) (if (= (player_action_test_primary_trigger) 0) (hud_set_help_text obj18)) (if (= (player_action_test_primary_trigger) 0) (player_action_test_reset)) (if (= (player_action_test_primary_trigger) 0) (sleep_until (= (or (player_action_test_jump) (player_action_test_primary_trigger)) true) 15)) Everything is surrounded by (if (= (player_action_test_primary_trigger) 0) (some function here)) This allows the player to skip. There may be an easier way, but I don't know it if there is. After someone says something, you reset the action test (if the player isn't skipping) then wait till they hit advance or skip. The (sleep 2) was an attempt to prevent it from occasionally advancing two dialogue lines at once. It's not 100% effective, unfortunately. You change the camera to look at the speaker. For decisions, I use a script like this: (if (= (player_action_test_primary_trigger) 0) (camera_set odst1 0)) (if (= (player_action_test_primary_trigger) 0) (hud_set_help_text obj7)) (if (= (player_action_test_primary_trigger) 0) (player_action_test_reset)) (sleep_until (or (or (= (player_action_test_zoom) true) (= (player_action_test_action) true)) (= (player_action_test_primary_trigger) true)) 15) (if (or (= (player_action_test_zoom) true) (= (player_action_test_primary_trigger) true)) (wake no)) (if (= (player_action_test_action) true) (wake reach)) ;; branches out The only difference is you make it wait for different keystrokes, and you have a default choice if the player skips. When you're waking scripts, you have to have the dormant scripts above the main script, sort of like a declaration in programming. I hope that shows you how I did it.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: May 23, 2010 02:00 PM
Msg. 73 of 87
Quote: --- Original message by: NoobyourmomQuote: --- Original message by: aZn9ja37 nice maps, sniper thing is kinda annoying, when you mean vehicle floor, do you mean textures? Also could you please you show me how to do the script for the text based conversation in a sp map of my own(credits will be given). By vehicle floor, I mean the lower bound for vehicles. It's used to prevent banshees from going down crevices, make boats float, etc... I use hud messages for the rpg stuff. Here's a portion of the script I use: (if (= (player_action_test_primary_trigger) 0) (show_hud_help_text true)) (if (= (player_action_test_primary_trigger) 0) (hud_set_help_text obj17)) (if (= (player_action_test_primary_trigger) 0) (player_action_test_reset)) (if (= (player_action_test_primary_trigger) 0) (sleep_until (= (or (player_action_test_jump) (player_action_test_primary_trigger)) true) 15)) (if (= (player_action_test_primary_trigger) 0) (sleep 2)) (if (= (player_action_test_primary_trigger) 0) (camera_set torturer 0)) (if (= (player_action_test_primary_trigger) 0) (hud_set_help_text obj18)) (if (= (player_action_test_primary_trigger) 0) (player_action_test_reset)) (if (= (player_action_test_primary_trigger) 0) (sleep_until (= (or (player_action_test_jump) (player_action_test_primary_trigger)) true) 15)) Everything is surrounded by (if (= (player_action_test_primary_trigger) 0) (some function here)) This allows the player to skip. There may be an easier way, but I don't know it if there is. After someone says something, you reset the action test (if the player isn't skipping) then wait till they hit advance or skip. The (sleep 2) was an attempt to prevent it from occasionally advancing two dialogue lines at once. It's not 100% effective, unfortunately. You change the camera to look at the speaker. For decisions, I use a script like this: (if (= (player_action_test_primary_trigger) 0) (camera_set odst1 0)) (if (= (player_action_test_primary_trigger) 0) (hud_set_help_text obj7)) (if (= (player_action_test_primary_trigger) 0) (player_action_test_reset)) (sleep_until (or (or (= (player_action_test_zoom) true) (= (player_action_test_action) true)) (= (player_action_test_primary_trigger) true)) 15) (if (or (= (player_action_test_zoom) true) (= (player_action_test_primary_trigger) true)) (wake no)) (if (= (player_action_test_action) true) (wake reach)) ;; branches out The only difference is you make it wait for different keystrokes, and you have a default choice if the player skips. When you're waking scripts, you have to have the dormant scripts above the main script, sort of like a declaration in programming. I hope that shows you how I did it. Thanks, but idont think i will need the decision making part, i am not making a RPG like you are. Just need help with starting a cut scene and then having a text based conversation between 2 or more characters. p.s. if u want we can chat over xfire Edited by aZn9ja37 on May 23, 2010 at 02:27 PMEdited by aZn9ja37 on May 23, 2010 at 02:28 PM
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: May 23, 2010 02:56 PM
Msg. 74 of 87
The vehicle floor is in the structure bsp tag at the top.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: May 23, 2010 07:00 PM
Msg. 75 of 87
Yes, decision making is a good thing. And it makes this campaign different than most others since it's on multiple maps.
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: May 23, 2010 10:42 PM
Msg. 76 of 87
Quote: --- Original message by: OpsY Yes, decision making is a good thing. And it makes this campaign different than most others since it's on multiple maps. decision making=branching off campaigns= more maps needed to be made=more work for me to do=staying up late nights=droopy eyes+tons of coffee p.s. added you to my xfire Edited by aZn9ja37 on May 23, 2010 at 11:56 PM
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: May 24, 2010 11:10 AM
Msg. 77 of 87
isn't noobyourmom the one making it?
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Noobyourmom
Joined: Mar 23, 2010
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Posted: May 24, 2010 05:05 PM
Msg. 78 of 87
I am doing this campaign, but azn wanted to know how to do the text based talking so he could use it in a sp mission. And I enjoy staying up late nights.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: May 24, 2010 06:13 PM
Msg. 79 of 87
hey nooby add me to xfire i may have some ideas for ya.
slayermaster93
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aZn9ja37
Joined: Apr 13, 2010
....????!!!!!
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Posted: May 24, 2010 06:28 PM
Msg. 80 of 87
Quote: --- Original message by: Noobyourmom I am doing this campaign, but azn wanted to know how to do the text based talking so he could use it in a sp mission. And I enjoy staying up late nights. i enjoy it too, but most people seem to think of it as an unhealthy lifestyle. add me to xfire as well please. user: 9jax Edited by aZn9ja37 on May 24, 2010 at 06:30 PM
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Majorultraspecopsgrunt
Joined: Jun 12, 2010
Haz Authorita
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Posted: Jun 23, 2010 06:28 AM
Msg. 81 of 87
uuh I really liked the e10 map but why in e40 you play as a halo 2 odst instead of halo 3 odst like in e10?
also your download is broken it says file unavailable
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Noobyourmom
Joined: Mar 23, 2010
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Posted: Jun 23, 2010 12:33 PM
Msg. 82 of 87
Quote: --- Original message by: Majorultraspecopsgrunt uuh I really liked the e10 map but why in e40 you play as a halo 2 odst instead of halo 3 odst like in e10?
also your download is broken it says file unavailable I changed the main character to halo 2 odst because it had good animations. With the halo 3 odst, the player was stunned when they started losing health, and they couldn't pick up all weapons. The download link it pretty old, so I think filefront has dropped it. I've uploaded to Halomaps, so hopefully the full campaign will be available with the next batch of maps. Edited by Noobyourmom on Jun 23, 2010 at 12:34 PM
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jun 23, 2010 01:03 PM
Msg. 83 of 87
that means no linkies for now :( there was a batch of maps just uploaded i think yesterday and it didn't have these. so that means we'll have to wait about a few more days :/ Edited by MoooseGuy on Jun 23, 2010 at 01:03 PM
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: Jun 23, 2010 04:00 PM
Msg. 84 of 87
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Jun 24, 2010 04:39 AM
Msg. 85 of 87
cant wait for e60 :)
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Majorultraspecopsgrunt
Joined: Jun 12, 2010
Haz Authorita
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Posted: Jun 24, 2010 04:43 AM
Msg. 86 of 87
Yea I guess, the Halo 2 odst would have better animations but what A really dont like about it is it dosent hold pistols right and it has that weird glitch with the back of the legs how when he walks theres a big crack what almost makes it look like his torso and both his legs are like ju floating close together so thats why I really dont like the halo 2 odst plus I always think h3 odsts look awsomer
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Noobyourmom
Joined: Mar 23, 2010
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Posted: Jun 25, 2010 07:49 PM
Msg. 87 of 87
Yeah, the ODST isn't that great, but it works for gameplay, so I don't feel the need to fix it.
Anyone know of a good map for a mythos fight? I'm considering doing g10. Edited by Noobyourmom on Jun 25, 2010 at 07:51 PM
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