
Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 11, 2010 11:28 AM
Msg. 1 of 29
As I have found that a great many people have needed help with their scripts, I decided to make a ''official'' thread for poeple with scripting troubles.
I have some of my own...
My script is
(script dormant finalwave (sleep 90) (ai_place finalwave) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) )
What I need is to have a game save after every wave and a HUD message that says like ''you are on Wave 1'' I have a HMT file but I am not sure how the script should go.
just edit that to be whatever its supposed to be. I can edit the HMT to be whatever it needs to say.
The HMT file says... obj_1=>> Survive the first wave of enemys. obj_2=>> Survive the second wave of enemys. obj_3=>> Survive the third wave of enemys. obj_4=>> Get to the extraction pelican.
Thank you.
One last thing: If you need help with cinematrography I am really really good with that type of stuff... for the most part, anyway.
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Corvette19
Joined: Feb 27, 2007
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Posted: May 11, 2010 12:25 PM
Msg. 2 of 29
Here's mine.
Recon Armor: OK GUYS FOLLOW ME I HAS TEH RECONZ SO LSITEN! NOOB1: OMG RECON!!!!!!!!!!!!!!!!!!!!!!!!! NOOB2: Did you see that bird? Recon Armor: Ok men, we need to focus on our MISSION!!!!! NOOBS: YOU MEAN LIKE JAMES BOND? Recon Armor: Yea NOOB1: OMG A ROFL GOLDEN GUN LOILOLOLOLOILOLOL NOOB2: Touch me.
Please edit where needed, I spent a lot of time on this script.
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Welcome To Earth
Joined: Oct 10, 2009
Becycle Rin
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Posted: May 11, 2010 12:51 PM
Msg. 3 of 29
Wrong section.
Edited by Welcome To Earth on May 11, 2010 at 12:51 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 11, 2010 06:12 PM
Msg. 4 of 29
Quote: --- Original message by: Corvette19 Here's mine.
Recon Armor: OK GUYS FOLLOW ME I HAS TEH RECONZ SO LSITEN! NOOB1: OMG RECON!!!!!!!!!!!!!!!!!!!!!!!!! NOOB2: Did you see that bird? Recon Armor: Ok men, we need to focus on our MISSION!!!!! NOOBS: YOU MEAN LIKE JAMES BOND? Recon Armor: Yea NOOB1: OMG A ROFL GOLDEN GUN LOILOLOLOLOILOLOL NOOB2: Touch me.
Please edit where needed, I spent a lot of time on this script. hahahahahahhaha lolololz Not quite what I meant but I guess it COULD be for that. Recon armor? hmm Whats the script for?
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 11, 2010 06:28 PM
Msg. 5 of 29
Quote: --- Original message by: Skidrow925(script dormant finalwave (sleep 90) (ai_place finalwave) (hud_set_objective_text onfinalwave ) (show_hud_help_text true ) (hud_set_help_text onfinalwave) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (hud_set_objective_text onwave3 ) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (hud_set_objective_text onwave2 ) (show_hud_help_text true ) (hud_set_help_text onwave2) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (hud_set_objective_text onwave1 ) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) ) You'd then put these values in the HMT file: onfinalwave=>> You are on the final wave. onwave3=>> You are on the third wave. onwave2=>> You are on the second wave. onwave1=>> You are on the first wave. Edited by UnevenElefant5 on May 11, 2010 at 06:28 PM
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 11, 2010 07:21 PM
Msg. 6 of 29
RAMBO/GRUNTS ;;VEHICLES: death, gametimev ;;FLAGS: onesf, tensf, hundredsb, thousandsf, tenthousandsf, hundredthousandsf, millionsf, deathf ;;BIPEDS: onesb, tensb, hundredsb, thousandsb, tenthousandsb, hundredthousandsb, millionsb, gametimeb, gametime_syncb, resetb ;;TRIGGERVOLUMES: server_vol
(global long gametime 0) (global long gametime_c 0)
(global long ones 0) (global long tens 0) (global long hundreds 0) (global long thousands 0) (global long tenthousands 0) (global long hundredthousands 0) (global long millions 0)
(global long ones_c 0) (global long tens_c 0) (global long hundreds_c 0) (global long thousands_c 0) (global long tenthousands_c 0) (global long hundredthousands_c 0) (global long millions_c 0)
(global long lock 0) (global long breakup_sync 0)
(script startup server_scripts_trigger (object_teleport death server_breakupf) (object_teleport death deathf) )
(script static void server_breakup (if (= gametime (+ (- (- (- (- (- (- (- (- gametime 1) ones) (* tens 10)) (* hundreds 100)) (* thousands 1000)) (* tenthousands 10000)) (* hundredthousands 100000)) (* millions 1000000)) (* (+ millions 1) 1000000))) (set millions (+ millions 1)) ) (if (= millions 10) (set millions 0) ) (if (= gametime (+ (- (- (- (- (- (- gametime 1) ones) (* tens 10)) (* hundreds 100)) (* tenthousands 10000)) (* hundredthousands 100000)) (* (+ hundredthousands 1) 100000))) (set hundredthousands (+ hundredthousands 1)) ) (if (= hundredthousands 10) (set hundredthousands 0) ) (if (= gametime (+ (- (- (- (- (- (- gametime 1) ones) (* tens 10)) (* hundreds 100)) (* thousands 1000)) (* tenthousands 10000)) (* (+ tenthousands 1) 10000))) (set tenthousands (+ tenthousands 1)) ) (if (= tenthousands 10) (set tenthousands 0) ) (if (= gametime (+ (- (- (- (- (- gametime 1) ones) (* tens 10)) (* hundreds 100)) (* thousands 1000)) (* (+ thousands 1) 1000))) (set thousands (+ thousands 1)) ) (if (= thousands 10) (set thousands 0) ) (if (= gametime (+ (- (- (- (- gametime 1) ones) (* tens 10)) (* hundreds 100)) (* (+ hundreds 1) 100))) (set hundreds (+ hundreds 1)) ) (if (= hundreds 10) (set hundreds 0) ) (if (= gametime (+ (- (- (- gametime 1) ones) (* tens 10)) (* (+ tens 1) 10))) (set tens (+ tens 1)) ) (if (= tens 10) (set tens 0) ) (set ones (+ ones 1)) (if (= ones 10) (set ones 0) ) )
(script static void server_breakup_sync_recall (server_breakup_sync) )
(script static void server_breakup_sync (if (= breakup_sync 0) (begin (if (!= ones_c ones) (begin (object_teleport death onesb) (object_teleport death deathf) ) ) (if (= ones_c ones) (set breakup_sync (+ breakup_sync 1)) ) ) ) (if (= breakup_sync 1) (begin (if (!= tens_c tens) (begin (object_teleport death tensb) (object_teleport death deathf) ) ) (if (= tens_c tens) (set breakup_sync (+ breakup_sync 1)) ) ) ) (if (= breakup_sync 2) (begin (if (!= hundreds_c hundreds) (begin (object_teleport death hundredsb) (object_teleport death deathf) ) ) (if (= hundreds_c hundreds) (set breakup_sync (+ breakup_sync 1)) ) ) ) (if (= breakup_sync 3) (begin (if (!= thousands_c thousands) (begin (object_teleport death thousandsb) (object_teleport death deathf) ) ) (if (= thousands_c thousands) (set breakup_sync (+ breakup_sync 1)) ) ) ) (if (= breakup_sync 4) (begin (if (!= tenthousands_c tenthousands) (begin (object_teleport death tenthousandsb) (object_teleport death deathf) ) ) (if (= tenthousands_c tenthousands) (set breakup_sync (+ breakup_sync 1)) ) ) ) (if (= breakup_sync 5) (begin (if (!= hundredthousands_c hundredthousands) (begin (object_teleport death hundredthousandsb) (object_teleport death deathf) ) ) (if (= hundredthousands_c hundredthousands) (set breakup_sync (+ breakup_sync 1)) ) ) ) (if (= breakup_sync 6) (begin (if (!= millions_c millions) (begin (object_teleport death millionsb) (object_teleport death deathf) ) ) (if (= millions_c millions) (begin (set breakup_sync 0) (object_teleport death gametime_syncf) (object_teleport death deathf) ) ) ) ) )
(script static void gametime_sync (set ones ones_c) (set tens tens_c) (set hundreds hundreds_c) (set thousands thousands_c) (set tenthousands tenthousands_c) (set hundredthousands hundredthousands_c) (set millions millions_c) (set gametime_c ones) (set gametime_c (+ gametime_c (* tens 10))) (set gametime_c (+ gametime_c (* hundreds 100))) (set gametime_c (+ gametime_c (* thousands 1000))) (set gametime_c (+ gametime_c (* tenthousands 10000))) (set gametime_c (+ gametime_c (* hundredthousands 100000))) (set gametime_c (+ gametime_c (* millions 1000000))) (if (= gametime gametime_c) (sound_impulse_start sound\sfx\weapons\pistol\firei none 1) ) (set gametime gametime_c) (object_teleport death resetf) )
(script static void reset (set lock 0) (set ones_c 0) (set tens_c 0) (set hundreds_c 0) (set thousands_c 0) (set tenthousands_c 0) (set hundredthousands_c 0) (set millions_c 0) (set breakup_sync 0) (set gametime_c 0) (object_teleport gametimev gametimevf) (object_teleport death resetb) (object_teleport death gametime_syncb) (object_teleport death millionsb) (object_teleport death hundredthousandsb) (object_teleport death tenthousandsb) (object_teleport death thousandsb) (object_teleport death hundredsb) (object_teleport death tensb) (object_teleport death onesb) (object_teleport death gametimeb) (object_teleport death deathf) (object_create_anew resetb) (object_create_anew gametime_syncb) (object_create_anew millionsb) (object_create_anew hundredthousandsb) (object_create_anew tenthousandsb) (object_create_anew thousandsb) (object_create_anew hundredsb) (object_create_anew tensb) (object_create_anew onesb) (object_create_anew gametimeb) (sound_impulse_start sound\sfx\weapons\pistol\fire none 1) )
(script continuous gametime (sleep 30) (sleep_until (= (unit_get_health gametime1) 1) 60) (set gametime (+ gametime 1)) (object_teleport gametimev gametimef) (set lock 1) )
(script continuous sync (if (= (volume_test_object server_vol death) true) (set server_scripts 1) ) (if (= server_scripts 1) (begin (server_breakup) (server_breakup_sync) ) ) (if (= lock 1) (if (!= (unit_get_health gametime_syncb) 1) (begin (gametime_sync) (object_create_anew gametime_syncb) ) ) ) (if (!= (unit_get_health resetb) 1) (begin (reset) ) ) )
(script continuous client_breakup_sync (if (= lock 1) (begin (if (!= (unit_get_health onesb) 1) (begin (set ones_c (+ ones_c 1)) (object_create_anew onesb) ) ) (if (!= (unit_get_health tensb) 1) (begin (set tens_c (+ tens_c 1)) (object_create_anew tensb) ) ) (if (!= (unit_get_health hundredsb) 1) (begin (set hundreds_c (+ hundreds_c 1)) (object_create_anew hundredsb) ) ) (if (!= (unit_get_health thousandsb) 1) (begin (set thousands_c (+ thousands_c 1)) (object_create_anew thousandsb) ) ) (if (!= (unit_get_health tenthousandsb) 1) (begin (set tenthousands_c (+ tenthousands_c 1)) (object_create_anew tenthousandsb) ) ) (if (!= (unit_get_health hundredthousandsb) 1) (begin (set hundredthousands_c (+ hundredthousands_c 1)) (object_create_anew hundredthousandsb) ) ) (if (!= (unit_get_health millionsb) 1) (begin (set millions_c (+ millions_c 1)) (object_create_anew millionsb) ) ) ) ) ) KIRBY halped ages ago on this one.
(global short numberRED 0) (global short numberBLUE 0) (global boolean stillsearcheringRED false) (global boolean stillsearcheringBLUE false)
(script continuous RED (set stillsearcheringRED 1) (if (volume_test_object REDSPAWNVOLUME (unit (list_get (players) numberRED))) (begin (if (volume_test_object hiddenarea RED1) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED1 "") ) )
(if (and (volume_test_object hiddenarea RED2) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED2 "") ) )
(if (and (volume_test_object hiddenarea RED3) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED3 "") ) )
(if (and (volume_test_object hiddenarea RED4) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED4 "") ) )
(if (and (volume_test_object hiddenarea RED5) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED5 "")
) )
(if (and (volume_test_object hiddenarea RED6) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED6 "") ) )
(if (and (volume_test_object hiddenarea RED7) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED7 "") ) )
(if (and (volume_test_object hiddenarea RED8) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED8 "") ) )
(if (and (volume_test_object hiddenarea RED9) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED9 "") ) ) (if (and (volume_test_object hiddenarea RED10) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED10 "") ) ) (if (and (volume_test_object hiddenarea RED11) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED11 "") ) )
(if (and (volume_test_object hiddenarea RED12) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED12 "") ) ) (if (and (volume_test_object hiddenarea RED13) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED13 "") ) ) (if (and (volume_test_object hiddenarea RED14) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED15 "") ) ) (if (and (volume_test_object hiddenarea RED16) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED16 "") ) )
(if (and (volume_test_object hiddenarea RED17) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED17 "") ) )
(if (and (volume_test_object hiddenarea RED18) (= stillsearcheringRED 1)) (begin (set stillsearcheringRED 0) (object_attach (unit (list_get (players) numberRED)) "body" RED18 "") ) )
(begin_random (if (= stillsearcheringRED 0) (begin (set stillsearcheringRED 1) (object_teleport (unit (list_get (players) numberRED <cutscene_flag>))))) (if (= stillsearcheringRED 0) (begin (set stillsearcheringRED 1) (object_teleport (unit (list_get (players) numberRED <cutscene_flag>))))) (if (= stillsearcheringRED 0) (begin (set stillsearcheringRED 1) (object_teleport (unit (list_get (players) numberRED <cutscene_flag>))))) (if (= stillsearcheringRED 0) (begin (set stillsearcheringRED 1) (object_teleport (unit (list_get (players) numberRED <cutscene_flag>))))) (if (= stillsearcheringRED 0) (begin (set stillsearcheringRED 1) (object_teleport (unit (list_get (players) numberRED <cutscene_flag>))))) )
) ) (set numberRED (+ numberRED 1)) (if (= numberRED 15) (set numberRED 0)) )
(script continuous BLUE (set stillsearcheringBLUE 1) (if (volume_test_object BLUESPAWNVOLUME (unit (list_get (players) numberBLUE))) (begin
(if (volume_test_object hiddenarea BLUE1) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE1 "") ) )
(if (and (volume_test_object hiddenarea BLUE2) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE2 "") ) )
(if (and (volume_test_object hiddenarea BLUE3) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE3 "") ) )
(if (and (volume_test_object hiddenarea BLUE4) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE4 "") ) )
(if (and (volume_test_object hiddenarea BLUE5) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE5 "") ) )
(if (and (volume_test_object hiddenarea BLUE6) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE6 "") ) )
(if (and (volume_test_object hiddenarea BLUE7) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE7 "") ) )
(if (and (volume_test_object hiddenarea BLUE8) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE8 "") ) )
(if (and (volume_test_object hiddenarea BLUE9) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE9 "") ) )
(if (and (volume_test_object hiddenarea BLUE10) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE10 "") ) )
(if (and (volume_test_object hiddenarea BLUE11) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE11 "") ) )
(if (and (volume_test_object hiddenarea BLUE12) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE12 "") ) )
(if (and (volume_test_object hiddenarea BLUE13) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE13 "") ) )
(if (and (volume_test_object hiddenarea BLUE14) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE15 "") ) )
(if (and (volume_test_object hiddenarea BLUE16) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE16 "") ) )
(if (and (volume_test_object hiddenarea BLUE17) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE17 "") ) )
(if (and (volume_test_object hiddenarea BLUE18) (= stillsearcheringBLUE 1)) (begin (set stillsearcheringBLUE 0) (object_attach (unit (list_get (players) numberBLUE)) "body" BLUE18 "") ) ) (begin_random (if (= stillsearcheringBLUE 0) (begin (set stillsearcheringBLUE 1) (object_teleport (unit (list_get (players) numberBLUE <cutscene_flag>))))) (if (= stillsearcheringBLUE 0) (begin (set stillsearcheringBLUE 1) (object_teleport (unit (list_get (players) numberBLUE <cutscene_flag>))))) (if (= stillsearcheringBLUE 0) (begin (set stillsearcheringBLUE 1) (object_teleport (unit (list_get (players) numberBLUE <cutscene_flag>))))) (if (= stillsearcheringBLUE 0) (begin (set stillsearcheringBLUE 1) (object_teleport (unit (list_get (players) numberBLUE <cutscene_flag>))))) (if (= stillsearcheringBLUE 0) (begin (set stillsearcheringBLUE 1) (object_teleport (unit (list_get (players) numberBLUE <cutscene_flag>))))) ) ) ) (set numberBLUE (+ numberBLUE 1)) (if (= numberBLUE 15) (set numberBLUE 0)) )
(script continuous restoration (if (= (unit_get_health RED1) -1) (object_create_anew RED1)) (if (= (unit_get_health RED2) -1) (object_create_anew RED2)) (if (= (unit_get_health RED3) -1) (object_create_anew RED3)) (if (= (unit_get_health RED4) -1) (object_create_anew RED4)) (if (= (unit_get_health RED5) -1) (object_create_anew RED5)) (if (= (unit_get_health RED6) -1) (object_create_anew RED6)) (if (= (unit_get_health RED7) -1) (object_create_anew RED7)) (if (= (unit_get_health RED8) -1) (object_create_anew RED8)) (if (= (unit_get_health RED9) -1) (object_create_anew RED9)) (if (= (unit_get_health RED10) -1) (object_create_anew RED10)) (if (= (unit_get_health RED11) -1) (object_create_anew RED11)) (if (= (unit_get_health RED12) -1) (object_create_anew RED12)) (if (= (unit_get_health RED13) -1) (object_create_anew RED13)) (if (= (unit_get_health RED14) -1) (object_create_anew RED14)) (if (= (unit_get_health RED15) -1) (object_create_anew RED15)) (if (= (unit_get_health RED16) -1) (object_create_anew RED16)) (if (= (unit_get_health RED17) -1) (object_create_anew RED17)) (if (= (unit_get_health RED18) -1) (object_create_anew RED18))
(if (= (unit_get_health BLUE1) -1) (object_create_anew BLUE1)) (if (= (unit_get_health BLUE2) -1) (object_create_anew BLUE2)) (if (= (unit_get_health BLUE3) -1) (object_create_anew BLUE3)) (if (= (unit_get_health BLUE4) -1) (object_create_anew BLUE4)) (if (= (unit_get_health BLUE5) -1) (object_create_anew BLUE5)) (if (= (unit_get_health BLUE6) -1) (object_create_anew BLUE6)) (if (= (unit_get_health BLUE7) -1) (object_create_anew BLUE7)) (if (= (unit_get_health BLUE8) -1) (object_create_anew BLUE8)) (if (= (unit_get_health BLUE9) -1) (object_create_anew BLUE9)) (if (= (unit_get_health BLUE10) -1) (object_create_anew BLUE10)) (if (= (unit_get_health BLUE11) -1) (object_create_anew BLUE11)) (if (= (unit_get_health BLUE12) -1) (object_create_anew BLUE12)) (if (= (unit_get_health BLUE13) -1) (object_create_anew BLUE13)) (if (= (unit_get_health BLUE14) -1) (object_create_anew BLUE14)) (if (= (unit_get_health BLUE15) -1) (object_create_anew BLUE15)) (if (= (unit_get_health BLUE16) -1) (object_create_anew BLUE16)) (if (= (unit_get_health BLUE17) -1) (object_create_anew BLUE17)) (if (= (unit_get_health BLUE18) -1) (object_create_anew BLUE18)) )
(global boolean p1 false) (global boolean p2 false) (global boolean p3 false) (global boolean p4 false) (global boolean p5 false) (global boolean p6 false) (global boolean p7 false) (global boolean p8 false) (global boolean p9 false) (global boolean p10 false) (global boolean p11 false) (global boolean p12 false) (global boolean p13 false) (global boolean p14 false) (global boolean p15 false) (global boolean p16 false)
(script continuous player_1_attach (if (and (volume_test_object tvol (unit (list_get (players) 0))) (= p1 false) ) (begin (object_attach (unit (list_get (players) 0)) "" <object> "") (set p1 true) ) ) )
(script continuous player_2_attach (if (and (volume_test_object tvol (unit (list_get (players) 1))) (= p2 false) ) (begin (object_attach (unit (list_get (players) 1)) "" <object> "") (set p2 true) ) ) )
(script continuous player_3_attach (if (and (volume_test_object tvol (unit (list_get (players) 2))) (= p3 false) ) (begin (object_attach (unit (list_get (players) 2)) "" <object> "") (set p3 true) ) ) )
(script continuous player_4_attach (if (and (volume_test_object tvol (unit (list_get (players) 3))) (= p4 false) ) (begin (object_attach (unit (list_get (players) 3)) "" <object> "") (set p4 true) ) ) )
(script continuous player_5_attach (if (and (volume_test_object tvol (unit (list_get (players) 4))) (= p5 false) ) (begin (object_attach (unit (list_get (players) 4)) "" <object> "") (set p5 true) ) ) )
(script continuous player_6_attach (if (and (volume_test_object tvol (unit (list_get (players) 5))) (= p6 false) ) (begin (object_attach (unit (list_get (players) 5)) "" <object> "") (set p6 true) ) ) )
(script continuous player_7_attach (if (and (volume_test_object tvol (unit (list_get (players) 6))) (= p7 false) ) (begin (object_attach (unit (list_get (players) 6)) "" <object> "") (set p7 true) ) ) )
(script continuous player_8_attach (if (and (volume_test_object tvol (unit (list_get (players) 7))) (= p8 false) ) (begin (object_attach (unit (list_get (players) 7)) "" <object> "") (set p8 true) ) ) )
(script continuous player_9_attach (if (and (volume_test_object tvol (unit (list_get (players) 8))) (= p9 false) ) (begin (object_attach (unit (list_get (players) 8)) "" <object> "") (set p9 true) ) ) )
(script continuous player_10_attach (if (and (volume_test_object tvol (unit (list_get (players) 9))) (= p10 false) ) (begin (object_attach (unit (list_get (players) 9)) "" <object> "") (set p10 true) ) ) )
(script continuous player_11_attach (if (and (volume_test_object tvol (unit (list_get (players) 10))) (= p11 false) ) (begin (object_attach (unit (list_get (players) 10)) "" <object> "") (set p11 true) ) ) )
(script continuous player_12_attach (if (and (volume_test_object tvol (unit (list_get (players) 11))) (= p12 false) ) (begin (object_attach (unit (list_get (players) 11)) "" <object> "") (set p12 true) ) ) )
(script continuous player_13_attach (if (and (volume_test_object tvol (unit (list_get (players) 12))) (= p13 false) ) (begin (object_attach (unit (list_get (players) 12)) "" <object> "") (set p13 true) ) ) )
(script continuous player_14_attach (if (and (volume_test_object tvol (unit (list_get (players) 13))) (= p14 false) ) (begin (object_attach (unit (list_get (players) 13)) "" <object> "") (set p14 true) ) ) )
(script continuous player_15_attach (if (and (volume_test_object tvol (unit (list_get (players) 14))) (= p15 false) ) (begin (object_attach (unit (list_get (players) 14)) "" <object> "") (set p15 true) ) ) )
(script continuous player_16_attach (if (and (volume_test_object tvol (unit (list_get (players) 15))) (= p16 false) ) (begin (object_attach (unit (list_get (players) 15)) "" <object> "") (set p16 true) ) ) )
Edited by Dwood on May 11, 2010 at 07:28 PMEdited by Dwood on May 11, 2010 at 07:29 PM(global boolean BLUEdoor1 false) ;; notice how BLUEdoor1 and (global boolean BLUEdoor2 false) ;; BLUEDOOR1 are different? (global boolean BLUEdoor3 false) ;; one is a boolean and the other (global boolean BLUEdoor4 false) ;; is a volume. (global boolean BLUEdoor5 false) (global boolean BLUEdoor6 false) (global boolean BLUEdoor7 false) (global boolean BLUEdoor8 false)
(script continuous doorcheckerate ;; Volume test <BLUEDOOR#> for an object, <BLUE#>
(if (or (volume_test_object BLUEDOOR1 BLUE1) (volume_test_object BLUEDOOR1 BLUE2) (volume_test_object BLUEDOOR1 BLUE3) (volume_test_object BLUEDOOR1 BLUE4) (volume_test_object BLUEDOOR1 BLUE5) (volume_test_object BLUEDOOR1 BLUE6) (volume_test_object BLUEDOOR1 BLUE7) (volume_test_object BLUEDOOR1 BLUE8) (volume_test_object BLUEDOOR1 BLUE9) (volume_test_object BLUEDOOR1 BLUE10) (volume_test_object BLUEDOOR1 BLUE11) (volume_test_object BLUEDOOR1 BLUE12) (volume_test_object BLUEDOOR1 BLUE13) (volume_test_object BLUEDOOR1 BLUE14) (volume_test_object BLUEDOOR1 BLUE15) (volume_test_object BLUEDOOR1 BLUE16) (volume_test_object BLUEDOOR1 BLUE17) (volume_test_object BLUEDOOR1 BLUE18) ) (set bluedoor1 1))
(if (or (volume_test_object BLUEDOOR2 BLUE1) (volume_test_object BLUEDOOR2 BLUE2) (volume_test_object BLUEDOOR2 BLUE3) (volume_test_object BLUEDOOR2 BLUE4) (volume_test_object BLUEDOOR2 BLUE5) (volume_test_object BLUEDOOR2 BLUE6) (volume_test_object BLUEDOOR2 BLUE7) (volume_test_object BLUEDOOR2 BLUE8) (volume_test_object BLUEDOOR2 BLUE9) (volume_test_object BLUEDOOR2 BLUE10) (volume_test_object BLUEDOOR2 BLUE11) (volume_test_object BLUEDOOR2 BLUE12) (volume_test_object BLUEDOOR2 BLUE13) (volume_test_object BLUEDOOR2 BLUE14) (volume_test_object BLUEDOOR2 BLUE15) (volume_test_object BLUEDOOR2 BLUE16) (volume_test_object BLUEDOOR2 BLUE17) (volume_test_object BLUEDOOR2 BLUE18) ) (set bluedoor2 1))
(if (or (volume_test_object BLUEDOOR3 BLUE1) (volume_test_object BLUEDOOR3 BLUE2) (volume_test_object BLUEDOOR3 BLUE3) (volume_test_object BLUEDOOR3 BLUE4) (volume_test_object BLUEDOOR3 BLUE5) (volume_test_object BLUEDOOR3 BLUE6) (volume_test_object BLUEDOOR3 BLUE7) (volume_test_object BLUEDOOR3 BLUE8) (volume_test_object BLUEDOOR3 BLUE9) (volume_test_object BLUEDOOR3 BLUE10) (volume_test_object BLUEDOOR3 BLUE11) (volume_test_object BLUEDOOR3 BLUE12) (volume_test_object BLUEDOOR3 BLUE13) (volume_test_object BLUEDOOR3 BLUE14) (volume_test_object BLUEDOOR3 BLUE15) (volume_test_object BLUEDOOR3 BLUE16) (volume_test_object BLUEDOOR3 BLUE17) (volume_test_object BLUEDOOR3 BLUE18) ) (set bluedoor3 1))
(if (or (volume_test_object BLUEDOOR4 BLUE1) (volume_test_object BLUEDOOR4 BLUE2) (volume_test_object BLUEDOOR4 BLUE3) (volume_test_object BLUEDOOR4 BLUE4) (volume_test_object BLUEDOOR4 BLUE5) (volume_test_object BLUEDOOR4 BLUE6) (volume_test_object BLUEDOOR4 BLUE7) (volume_test_object BLUEDOOR4 BLUE8) (volume_test_object BLUEDOOR4 BLUE9) (volume_test_object BLUEDOOR4 BLUE10) (volume_test_object BLUEDOOR4 BLUE11) (volume_test_object BLUEDOOR4 BLUE12) (volume_test_object BLUEDOOR4 BLUE13) (volume_test_object BLUEDOOR4 BLUE14) (volume_test_object BLUEDOOR4 BLUE15) (volume_test_object BLUEDOOR4 BLUE16) (volume_test_object BLUEDOOR4 BLUE17) (volume_test_object BLUEDOOR4 BLUE18) ) (set bluedoor4 1))
(if (or (volume_test_object BLUEDOOR5 BLUE1) (volume_test_object BLUEDOOR5 BLUE2) (volume_test_object BLUEDOOR5 BLUE3) (volume_test_object BLUEDOOR5 BLUE4) (volume_test_object BLUEDOOR5 BLUE5) (volume_test_object BLUEDOOR5 BLUE6) (volume_test_object BLUEDOOR5 BLUE7) (volume_test_object BLUEDOOR5 BLUE8) (volume_test_object BLUEDOOR5 BLUE9) (volume_test_object BLUEDOOR5 BLUE10) (volume_test_object BLUEDOOR5 BLUE11) (volume_test_object BLUEDOOR5 BLUE12) (volume_test_object BLUEDOOR5 BLUE13) (volume_test_object BLUEDOOR5 BLUE14) (volume_test_object BLUEDOOR5 BLUE15) (volume_test_object BLUEDOOR5 BLUE16) (volume_test_object BLUEDOOR5 BLUE17) (volume_test_object BLUEDOOR5 BLUE18) ) (set bluedoor5 1))
(if (or (volume_test_object BLUEDOOR6 BLUE1) (volume_test_object BLUEDOOR6 BLUE2) (volume_test_object BLUEDOOR6 BLUE3) (volume_test_object BLUEDOOR6 BLUE4) (volume_test_object BLUEDOOR6 BLUE5) (volume_test_object BLUEDOOR6 BLUE6) (volume_test_object BLUEDOOR6 BLUE7) (volume_test_object BLUEDOOR6 BLUE8) (volume_test_object BLUEDOOR6 BLUE9) (volume_test_object BLUEDOOR6 BLUE10) (volume_test_object BLUEDOOR6 BLUE11) (volume_test_object BLUEDOOR6 BLUE12) (volume_test_object BLUEDOOR6 BLUE13) (volume_test_object BLUEDOOR6 BLUE14) (volume_test_object BLUEDOOR6 BLUE15) (volume_test_object BLUEDOOR6 BLUE16) (volume_test_object BLUEDOOR6 BLUE17) (volume_test_object BLUEDOOR6 BLUE18) ) (set bluedoor6 1))
(if (or (volume_test_object BLUEDOOR7 BLUE1) (volume_test_object BLUEDOOR7 BLUE2) (volume_test_object BLUEDOOR7 BLUE3) (volume_test_object BLUEDOOR7 BLUE4) (volume_test_object BLUEDOOR7 BLUE5) (volume_test_object BLUEDOOR7 BLUE6) (volume_test_object BLUEDOOR7 BLUE7) (volume_test_object BLUEDOOR7 BLUE8) (volume_test_object BLUEDOOR7 BLUE9) (volume_test_object BLUEDOOR7 BLUE10) (volume_test_object BLUEDOOR7 BLUE11) (volume_test_object BLUEDOOR7 BLUE12) (volume_test_object BLUEDOOR7 BLUE13) (volume_test_object BLUEDOOR7 BLUE14) (volume_test_object BLUEDOOR7 BLUE15) (volume_test_object BLUEDOOR7 BLUE16) (volume_test_object BLUEDOOR7 BLUE17) (volume_test_object BLUEDOOR7 BLUE18) ) (set bluedoor7 1))
(if (or (volume_test_object BLUEDOOR8 BLUE1) (volume_test_object BLUEDOOR8 BLUE2) (volume_test_object BLUEDOOR8 BLUE3) (volume_test_object BLUEDOOR8 BLUE4) (volume_test_object BLUEDOOR8 BLUE5) (volume_test_object BLUEDOOR8 BLUE6) (volume_test_object BLUEDOOR8 BLUE7) (volume_test_object BLUEDOOR8 BLUE8) (volume_test_object BLUEDOOR8 BLUE9) (volume_test_object BLUEDOOR8 BLUE10) (volume_test_object BLUEDOOR8 BLUE11) (volume_test_object BLUEDOOR8 BLUE12) (volume_test_object BLUEDOOR8 BLUE13) (volume_test_object BLUEDOOR8 BLUE14) (volume_test_object BLUEDOOR8 BLUE15) (volume_test_object BLUEDOOR8 BLUE16) (volume_test_object BLUEDOOR8 BLUE17) (volume_test_object BLUEDOOR8 BLUE18) ) (set bluedoor8 1))
(if (and (unit_get_health bluedoor1biped) (= bluedoor1 1)) (object_teleport crushervehiclebluedoor1 <cutscene_flag>)) (if (and (unit_get_health bluedoor2biped) (= bluedoor2 1)) (object_teleport crushervehiclebluedoor2 <cutscene_flag>)) (if (and (unit_get_health bluedoor3biped) (= bluedoor3 1)) (object_teleport crushervehiclebluedoor3 <cutscene_flag>)) (if (and (unit_get_health bluedoor4biped) (= bluedoor4 1)) (object_teleport crushervehiclebluedoor4 <cutscene_flag>)) (if (and (unit_get_health bluedoor5biped) (= bluedoor5 1)) (object_teleport crushervehiclebluedoor5 <cutscene_flag>)) (if (and (unit_get_health bluedoor6biped) (= bluedoor6 1)) (object_teleport crushervehiclebluedoor6 <cutscene_flag>)) (if (and (unit_get_health bluedoor7biped) (= bluedoor7 1)) (object_teleport crushervehiclebluedoor7 <cutscene_flag>)) (if (and (unit_get_health bluedoor8biped) (= bluedoor8 1)) (object_teleport crushervehiclebluedoor8 <cutscene_flag>))
(if (or (= (unit_get_health bluedoor1biped) 0) (= (unit_get_health bluedoor1biped) -1)) (device_set_position bluedoor1 1)) (if (or (= (unit_get_health bluedoor2biped) 0) (= (unit_get_health bluedoor2biped) -1)) (device_set_position bluedoor2 1)) (if (or (= (unit_get_health bluedoor3biped) 0) (= (unit_get_health bluedoor3biped) -1)) (device_set_position bluedoor3 1)) (if (or (= (unit_get_health bluedoor4biped) 0) (= (unit_get_health bluedoor4biped) -1)) (device_set_position bluedoor4 1)) (if (or (= (unit_get_health bluedoor5biped) 0) (= (unit_get_health bluedoor5biped) -1)) (device_set_position bluedoor5 1)) (if (or (= (unit_get_health bluedoor6biped) 0) (= (unit_get_health bluedoor6biped) -1)) (device_set_position bluedoor6 1)) (if (or (= (unit_get_health bluedoor7biped) 0) (= (unit_get_health bluedoor7biped) -1)) (device_set_position bluedoor7 1)) (if (or (= (unit_get_health bluedoor8biped) 0) (= (unit_get_health bluedoor8biped) -1)) (device_set_position bluedoor8 1))
)
Edited by Dwood on May 11, 2010 at 07:31 PMI WAS NOOB TOO ONCE YOU KNOW (script startup area1 (begin (sleep_until (volume_test_objects area_advancement1 (players 15)) ) (sv_say "Area 1 weapons un-locked") (sound_impulse_start sound\music\<insert_directory_here>\<insert_name_of_file_here none 1) (object_create reinforce_hog1) ; Re-inforcements for the attackers (object_create ghost_bkup1) ; Back-up for the defenders (object_create ghost_bkup2) ; Once again more back-up (device_set_position armoury_door1 1.0) ) ) Edited by Dwood on May 11, 2010 at 07:35 PMEdited by Dwood on May 11, 2010 at 07:37 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 11, 2010 07:52 PM
Msg. 7 of 29
Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925(script dormant finalwave (sleep 90) (ai_place finalwave) (hud_set_objective_text onfinalwave ) (show_hud_help_text true ) (hud_set_help_text onfinalwave) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (hud_set_objective_text onwave3 ) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (hud_set_objective_text onwave2 ) (show_hud_help_text true ) (hud_set_help_text onwave2) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (hud_set_objective_text onwave1 ) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) ) You'd then put these values in the HMT file: onfinalwave=>> You are on the final wave. onwave3=>> You are on the third wave. onwave2=>> You are on the second wave. onwave1=>> You are on the first wave. Edited by UnevenElefant5 on May 11, 2010 at 06:28 PM aight thanks a TON actually I think I messed up cause it said 05.11.10 19:57:04 EAX: 0x016C1E68 05.11.10 19:57:04 EBX: 0xE38B0001 05.11.10 19:57:04 ECX: 0x00000000 05.11.10 19:57:04 EDX: 0x0092DFC4 05.11.10 19:57:04 EDI: 0x0012EFD8 05.11.10 19:57:04 ESI: 0x00000000 05.11.10 19:57:04 EBP: 0x0012EEB0 05.11.10 19:57:04 ESP: 0x0012EEA0 05.11.10 19:57:04 EIP: 0x7C90E514, C3 8D A4 24 ????? 05.11.10 19:57:04 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error. Edited by Skidrow925 on May 11, 2010 at 07:58 PM
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 14, 2010 09:07 AM
Msg. 8 of 29
Heres a scenario for you (no, not a map) I have a nailgun type weapon. I am making single player levels. I am new to scripting, so I am going to need a lot of help on that... But...
Is it possible to show the nailgun being used in a conventional, non warfare method.
Can I make an ai or biped with the weapon fire it accurately at, say, three different target locations without an enemy?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 14, 2010 04:23 PM
Msg. 9 of 29
Quote: --- Original message by: Alpha Series Heres a scenario for you (no, not a map) I have a nailgun type weapon. I am making single player levels. I am new to scripting, so I am going to need a lot of help on that... But...
Is it possible to show the nailgun being used in a conventional, non warfare method.
Can I make an ai or biped with the weapon fire it accurately at, say, three different target locations without an enemy? ... its really simple dude in Sapien under the hierarchy view go into mission>AI>encounters and do all that stuff (no I will not explain how to do it) then when ready to place the spawns go into the hierarchy view then go into mission>AI>command lists then click new instance. the thing by default will be called ai_command_list_block_0 you can change that to whatever you want it to be then you go into ''points'' and make one where you want the AI to shoot. then you go under commands and scroll down to ''shoot'' fill in the stuff then click ''new instance'' and voila! the you go but not quite! one last thing. in the mission>AI>encounters>encounter_block_1(<<you can change this)>Squads>squads_block_0(<<you can change this)>starting locations>0. actor_starting_locations_block <<< click on that then go up to the properties palette then go to command list a select ai_command_list_block_0 There you go! Edited by Skidrow925 on May 14, 2010 at 04:31 PM
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 14, 2010 07:29 PM
Msg. 10 of 29
As I said.. I only don't know scripting. I know about encounters and command lists.
I need to make him fire it at a certain point... During a cutscene... Three times at three different locations. Also, I need to make him close to said object. I want him to walk there.
I already use command lists. I just need to script characters to use them at certain times after certain events...
I have a huge amount of experience with this in games like half-life... And I am good with computer programing. I just need to know commands and syntax... and implementation... Edited by Alpha Series on May 14, 2010 at 07:31 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: May 14, 2010 08:58 PM
Msg. 11 of 29
Quote: --- Original message by: Alpha Series And I am good with computer programing. I just need to know commands and syntax... and implementation... Syntax and implementation are huge parts of computer programming ._____.
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Alpha Series
Joined: Apr 25, 2010
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Posted: May 14, 2010 09:58 PM
Msg. 12 of 29
I meant I need the syntax and implementation of Halo scripting............
My intelligence once again insulted...
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 14, 2010 10:18 PM
Msg. 13 of 29
Quote: --- Original message by: Alpha Series
As I said.. I only don't know scripting. I know about encounters and command lists.
I need to make him fire it at a certain point... During a cutscene... Three times at three different locations. Also, I need to make him close to said object. I want him to walk there.
I already use command lists. I just need to script characters to use them at certain times after certain events...
I have a huge amount of experience with this in games like half-life... And I am good with computer programing. I just need to know commands and syntax... and implementation... Edited by Alpha Series on May 14, 2010 at 07:31 PM soo... i just wasted about half an hour just to find out you already knew how to do it? also you probally could have been more... descriptive of what you needed as for your REAL man.. oh well GAMMA will know how to help you . is it just me or do alpha and gamma sound (and kind of act) alot alike? hmm...EDIT#1wait a minute... your real man? what the? where the? how the? whered that one come from? I srsly do not know... I think i meant PROBLEM. wait. what was I thinking? sheese. maybe I DID mean man... as in that GAMMA is the one you are looking for... hmm I wish I could remeber what I was doing. and I am still kinda ticked that you ... ugh neer mind. <<I know I am talking to my self but dont worry, I do it all the time.man I am lost. well if I can figure out what I meant I'll tell you. EDIT#2 I know that I missed the v's in the post. the ''v'' key on this keyboard sticks alot and I am to lazy to fix it. Edited by Skidrow925 on May 14, 2010 at 10:18 PMEdited by Skidrow925 on May 14, 2010 at 10:29 PM
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: May 15, 2010 03:32 AM
Msg. 14 of 29
Quote: Alpha Series: I need to make him fire it at a certain point... During a cutscene... Three times at three different locations. Also, I need to make him close to said object. I want him to walk there.
First,put a point where you want him to walk. Then,put 3 points where you want him to shoot. Tell him to walk to the first point. then set him to shoot at the 3 points THEN,Set "Not Initally created" (Unless hes at the start) (script startup nailguy (begin (sleep_until (volume_test_objects Triggernailguy (players)) 15) (camera_control 1) (cinematic_start) (camera_set nailgunfire1 100) (ai_place nailgunguy) (ai_command_list nailgunguy nailshoot) (camera_control 0) (cinematic_stop) ) )
I THINK that might work. I do not use scripts often.(If I do,they are simple.) Oh,I need help too. (script startup Die1 (begin (sleep_until (volume_test_objects Die1 (players)) 15) (unit_kill (get_list (players)) 15) ) )
(script startup Die2 (begin (sleep_until (volume_test_objects Die2 (players)) 15) (unit_kill (get_list (players)) 15) ) )
(script startup Die3 (begin (sleep_until (volume_test_objects Die3 (players)) 15) (unit_kill (get_list (players)) 15) ) ) I don't know why it won't work. My hud messages are not working also. I type tool hud-messages levels\sciophobia\Sciphobia_Firefight It doesn't work. (Sciphobia is spelt wrong,I know.) Oh,and when I try to open H3 Sandtrap with Sapien,it give me this error: 05.15.10 00:09:41 EAX: 0xFFFFFFFE 05.15.10 00:09:41 EBX: 0x0EE7A001 05.15.10 00:09:41 ECX: 0x0012BE00 05.15.10 00:09:41 EDX: 0x000002CC 05.15.10 00:09:41 EDI: 0x0012BE00 05.15.10 00:09:41 ESI: 0x00000000 05.15.10 00:09:41 EBP: 0x0012BCD8 05.15.10 00:09:41 ESP: 0x0012BCC8 05.15.10 00:09:41 EIP: 0x77D15E74, C3 8D A4 24 ????? 05.15.10 00:09:42 EXCEPTION halt in \halopc\haloce\source\physics\physics.c,#390: <no reason given>
Thanks to whoever helps me. Edited by FtDSpartn on May 15, 2010 at 03:40 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 15, 2010 01:23 PM
Msg. 15 of 29
Quote: --- Original message by: L0d3xQuote: --- Original message by: Alpha Series My intelligence once again insulted... And that is because you are an idiot with a high sense of self-esteem. what like me? lol Quote: --- Original message by: FtDSpartnQuote: Alpha Series: I need to make him fire it at a certain point... During a cutscene... Three times at three different locations. Also, I need to make him close to said object. I want him to walk there.
First,put a point where you want him to walk. Then,put 3 points where you want him to shoot. Tell him to walk to the first point. then set him to shoot at the 3 points THEN,Set "Not Initally created" (Unless hes at the start) (script startup nailguy (begin (sleep_until (volume_test_objects Triggernailguy (players)) 15) (camera_control 1) (cinematic_start) (camera_set nailgunfire1 100) (ai_place nailgunguy) (ai_command_list nailgunguy nailshoot) (camera_control 0) (cinematic_stop) ) )
I THINK that might work. I do not use scripts often.(If I do,they are simple.) Oh,I need help too. (script startup Die1 (begin (sleep_until (volume_test_objects Die1 (players)) 15) (unit_kill (get_list (players)) 15) ) )
(script startup Die2 (begin (sleep_until (volume_test_objects Die2 (players)) 15) (unit_kill (get_list (players)) 15) ) )
(script startup Die3 (begin (sleep_until (volume_test_objects Die3 (players)) 15) (unit_kill (get_list (players)) 15) ) ) I don't know why it won't work. My hud messages are not working also. I type tool hud-messages levels\sciophobia\Sciphobia_Firefight It doesn't work. (Sciphobia is spelt wrong,I know.) Oh,and when I try to open H3 Sandtrap with Sapien,it give me this error: 05.15.10 00:09:41 EAX: 0xFFFFFFFE 05.15.10 00:09:41 EBX: 0x0EE7A001 05.15.10 00:09:41 ECX: 0x0012BE00 05.15.10 00:09:41 EDX: 0x000002CC 05.15.10 00:09:41 EDI: 0x0012BE00 05.15.10 00:09:41 ESI: 0x00000000 05.15.10 00:09:41 EBP: 0x0012BCD8 05.15.10 00:09:41 ESP: 0x0012BCC8 05.15.10 00:09:41 EIP: 0x77D15E74, C3 8D A4 24 ????? 05.15.10 00:09:42 EXCEPTION halt in \halopc\haloce\source\physics\physics.c,#390:
Thanks to whoever helps me. Edited by FtDSpartn on May 15, 2010 at 03:40 AM with the 05.15.10 00:09:41 EAX: 0xFFFFFFFE 05.15.10 00:09:41 EBX: 0x0EE7A001 05.15.10 00:09:41 ECX: 0x0012BE00 05.15.10 00:09:41 EDX: 0x000002CC 05.15.10 00:09:41 EDI: 0x0012BE00 05.15.10 00:09:41 ESI: 0x00000000 05.15.10 00:09:41 EBP: 0x0012BCD8 05.15.10 00:09:41 ESP: 0x0012BCC8 05.15.10 00:09:41 EIP: 0x77D15E74, C3 8D A4 24 ????? 05.15.10 00:09:42 EXCEPTION halt in \halopc\haloce\source\physics\physics.c,#390:
that means that something is curropt or missing. but thats about all I can help with GAMMA might know about it
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: May 15, 2010 02:37 PM
Msg. 16 of 29
@Skidrow925 Yeah I know something is. I just don't know what.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 15, 2010 05:11 PM
Msg. 17 of 29
Quote: --- Original message by: FtDSpartn @Skidrow925 Yeah I know something is. I just don't know what. hmm my guess is that a vehicle has a curroupt physics tag got a list of the vehicles that are being used? cause I know of severail vehicles with known curropt physics tags
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: May 15, 2010 07:32 PM
Msg. 18 of 29
ten bucks says its the Grav Lift
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: May 15, 2010 08:06 PM
Msg. 19 of 29
I removed the woosher scenery,i removed the vehicles,still doesnt load in sapien. Quote: --- Original message by: Skidrow925My script is (script dormant finalwave (sleep 90) (ai_place finalwave) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save_no_timeout) )
(script dormant wave3 (sleep 90) (ai_place wave3) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (game_save_no_timeout) (wake finalwave) )
(script dormant wave2 (sleep 90) (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 (sleep 90) (ai_place wave1) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (game_save_no_timeout) (wake wave2) ) I think that should work. Edited by FtDSpartn on May 15, 2010 at 08:12 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 15, 2010 08:42 PM
Msg. 20 of 29
Quote: --- Original message by: FtDSpartnI removed the woosher scenery,i removed the vehicles,still doesnt load in sapien. Quote: --- Original message by: Skidrow925My script is (script dormant finalwave (sleep 90) (ai_place finalwave) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save_no_timeout) )
(script dormant wave3 (sleep 90) (ai_place wave3) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (game_save_no_timeout) (wake finalwave) )
(script dormant wave2 (sleep 90) (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 (sleep 90) (ai_place wave1) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (game_save_no_timeout) (wake wave2) ) I think that should work. Edited by FtDSpartn on May 15, 2010 at 08:12 PM I cuncor with Slays observation. and what was this script to? is it a sae?
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: May 15, 2010 08:56 PM
Msg. 21 of 29
Quote: --- Original message by: Skidrow925Quote: --- Original message by: FtDSpartnI removed the woosher scenery,i removed the vehicles,still doesnt load in sapien. Quote: --- Original message by: Skidrow925My script is (script dormant finalwave (sleep 90) (ai_place finalwave) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save_no_timeout) )
(script dormant wave3 (sleep 90) (ai_place wave3) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (game_save_no_timeout) (wake finalwave) )
(script dormant wave2 (sleep 90) (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 (sleep 90) (ai_place wave1) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (game_save_no_timeout) (wake wave2) ) I think that should work. ] I cuncor with Slays observation. and what was this script to? is it a sae? It was your script..... Oh and how would I remove the Grav Lift? Edited by FtDSpartn on May 15, 2010 at 08:56 PM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 15, 2010 09:09 PM
Msg. 22 of 29
Quote: --- Original message by: Skidrow925Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925(script dormant finalwave (sleep 90) (ai_place finalwave) (hud_set_objective_text onfinalwave ) (show_hud_help_text true ) (hud_set_help_text onfinalwave) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (hud_set_objective_text onwave3 ) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (hud_set_objective_text onwave2 ) (show_hud_help_text true ) (hud_set_help_text onwave2) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (hud_set_objective_text onwave1 ) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) ) You'd then put these values in the HMT file: onfinalwave=>> You are on the final wave. onwave3=>> You are on the third wave. onwave2=>> You are on the second wave. onwave1=>> You are on the first wave. Edited by UnevenElefant5 on May 11, 2010 at 06:28 PM aight thanks a TON actually I think I messed up cause it said 05.11.10 19:57:04 EAX: 0x016C1E68 05.11.10 19:57:04 EBX: 0xE38B0001 05.11.10 19:57:04 ECX: 0x00000000 05.11.10 19:57:04 EDX: 0x0092DFC4 05.11.10 19:57:04 EDI: 0x0012EFD8 05.11.10 19:57:04 ESI: 0x00000000 05.11.10 19:57:04 EBP: 0x0012EEB0 05.11.10 19:57:04 ESP: 0x0012EEA0 05.11.10 19:57:04 EIP: 0x7C90E514, C3 8D A4 24 ????? 05.11.10 19:57:04 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error. Edited by Skidrow925 on May 11, 2010 at 07:58 PM Close Sapien before you compile the hud-messages.hmt file.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 16, 2010 08:21 AM
Msg. 23 of 29
Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925(script dormant finalwave (sleep 90) (ai_place finalwave) (hud_set_objective_text onfinalwave ) (show_hud_help_text true ) (hud_set_help_text onfinalwave) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (hud_set_objective_text onwave3 ) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (hud_set_objective_text onwave2 ) (show_hud_help_text true ) (hud_set_help_text onwave2) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (hud_set_objective_text onwave1 ) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) ) You'd then put these values in the HMT file: onfinalwave=>> You are on the final wave. onwave3=>> You are on the third wave. onwave2=>> You are on the second wave. onwave1=>> You are on the first wave. Edited by UnevenElefant5 on May 11, 2010 at 06:28 PM aight thanks a TON actually I think I messed up cause it said 05.11.10 19:57:04 EAX: 0x016C1E68 05.11.10 19:57:04 EBX: 0xE38B0001 05.11.10 19:57:04 ECX: 0x00000000 05.11.10 19:57:04 EDX: 0x0092DFC4 05.11.10 19:57:04 EDI: 0x0012EFD8 05.11.10 19:57:04 ESI: 0x00000000 05.11.10 19:57:04 EBP: 0x0012EEB0 05.11.10 19:57:04 ESP: 0x0012EEA0 05.11.10 19:57:04 EIP: 0x7C90E514, C3 8D A4 24 ????? 05.11.10 19:57:04 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error. Edited by Skidrow925 on May 11, 2010 at 07:58 PM Close Sapien before you compile the hud-messages.hmt file. the hmt file was already made its when i hit ''compile scripts that it just all of the sudden closed and this was at the bottom of the debug file. hmm I am gonna try nakin the HMT from sctrach now
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: May 16, 2010 10:01 AM
Msg. 24 of 29
Either way you're doing the firefights are wrong, as you're doing them all one by one, which is bad.
If you see this edit, pm me because I'm really surprised. :O Edited by Dwood on Jul 28, 2010 at 07:21 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 16, 2010 01:46 PM
Msg. 25 of 29
Quote: --- Original message by: L0d3xQuote: --- Original message by: Dwood Either way you're doing the firefights are wrong, as you're doing them all one by one, which is bad. What do you mean? It depends what he wants to achieve éh. I just wanna make a map that has a bunch of waves of guys with HUD messages in between... leastways that was my orig idea now I am just making it that you trapped and fending off wave after wave of guys.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 16, 2010 02:54 PM
Msg. 26 of 29
Quote: --- Original message by: Skidrow925Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925(script dormant finalwave (sleep 90) (ai_place finalwave) (hud_set_objective_text onfinalwave ) (show_hud_help_text true ) (hud_set_help_text onfinalwave) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (hud_set_objective_text onwave3 ) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (hud_set_objective_text onwave2 ) (show_hud_help_text true ) (hud_set_help_text onwave2) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (hud_set_objective_text onwave1 ) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) ) You'd then put these values in the HMT file: onfinalwave=>> You are on the final wave. onwave3=>> You are on the third wave. onwave2=>> You are on the second wave. onwave1=>> You are on the first wave. Edited by UnevenElefant5 on May 11, 2010 at 06:28 PM aight thanks a TON actually I think I messed up cause it said 05.11.10 19:57:04 EAX: 0x016C1E68 05.11.10 19:57:04 EBX: 0xE38B0001 05.11.10 19:57:04 ECX: 0x00000000 05.11.10 19:57:04 EDX: 0x0092DFC4 05.11.10 19:57:04 EDI: 0x0012EFD8 05.11.10 19:57:04 ESI: 0x00000000 05.11.10 19:57:04 EBP: 0x0012EEB0 05.11.10 19:57:04 ESP: 0x0012EEA0 05.11.10 19:57:04 EIP: 0x7C90E514, C3 8D A4 24 ????? 05.11.10 19:57:04 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error. Edited by Skidrow925 on May 11, 2010 at 07:58 PM Close Sapien before you compile the hud-messages.hmt file. the hmt file was already made its when i hit ''compile scripts that it just all of the sudden closed and this was at the bottom of the debug file. hmm I am gonna try nakin the HMT from sctrach now No, after you add in those new HUD messages, just close sapien, and recompile them in tool using the tool hud-messages command
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 16, 2010 04:16 PM
Msg. 27 of 29
Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925Quote: --- Original message by: UnevenElefant5Quote: --- Original message by: Skidrow925(script dormant finalwave (sleep 90) (ai_place finalwave) (hud_set_objective_text onfinalwave ) (show_hud_help_text true ) (hud_set_help_text onfinalwave) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players finalwave) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) )
(script dormant wave3 (sleep 90) (ai_place wave3) (hud_set_objective_text onwave3 ) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave3) (sleep_until (= (ai_living_count wave3) 0) 15) (wake finalwave) )
(script dormant wave2 (sleep 90) (ai_place wave2) (hud_set_objective_text onwave2 ) (show_hud_help_text true ) (hud_set_help_text onwave2) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave2) (sleep_until (= (ai_living_count wave2) 0) 15) (wake wave3) )
(script startup wave1 (sleep 90) (ai_place wave1) (hud_set_objective_text onwave1 ) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (ai_magically_see_players wave1) (sleep_until (= (ai_living_count wave1) 0) 15) (wake wave2) ) You'd then put these values in the HMT file: onfinalwave=>> You are on the final wave. onwave3=>> You are on the third wave. onwave2=>> You are on the second wave. onwave1=>> You are on the first wave. Edited by UnevenElefant5 on May 11, 2010 at 06:28 PM aight thanks a TON actually I think I messed up cause it said 05.11.10 19:57:04 EAX: 0x016C1E68 05.11.10 19:57:04 EBX: 0xE38B0001 05.11.10 19:57:04 ECX: 0x00000000 05.11.10 19:57:04 EDX: 0x0092DFC4 05.11.10 19:57:04 EDI: 0x0012EFD8 05.11.10 19:57:04 ESI: 0x00000000 05.11.10 19:57:04 EBP: 0x0012EEB0 05.11.10 19:57:04 ESP: 0x0012EEA0 05.11.10 19:57:04 EIP: 0x7C90E514, C3 8D A4 24 ????? 05.11.10 19:57:04 EXCEPTION halt in \halopc\haloce\source\hs\hs_compile.c,#306: tell matt that somebody failed to correctly report a parsing error. Edited by Skidrow925 on May 11, 2010 at 07:58 PM Close Sapien before you compile the hud-messages.hmt file. the hmt file was already made its when i hit ''compile scripts that it just all of the sudden closed and this was at the bottom of the debug file. hmm I am gonna try nakin the HMT from sctrach now No, after you add in those new HUD messages, just close sapien, and recompile them in tool using the tool hud-messages command OOOOOOOOOOOOOOOOOOOHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHOOOOHOHOHOHOH I FIGURED IT OUT! all I had to type in was: tool hud-messages levels\skidrowmatics\swamp swamp OK SWEET thank you soooo much lol
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: May 17, 2010 02:55 AM
Msg. 28 of 29
When I do "ai_attach bg63 attach2me" then "ai_command_list_by_unit bg63 cs2", the biped doesn't do it and instead I get an error saying "individual unit activation logic error"
Any suggestions?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 17, 2010 01:49 PM
Msg. 29 of 29
Quote: --- Original message by: doompig444 When I do "ai_attach bg63 attach2me" then "ai_command_list_by_unit bg63 cs2", the biped doesn't do it and instead I get an error saying "individual unit activation logic error"
Any suggestions? hmm not sure about that 'un.
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