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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »script help plox

Author Topic: script help plox (6 messages, Page 1 of 1)
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Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jun 16, 2010 01:00 AM    Msg. 1 of 6       
(script continuous taunt
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true))
(sound_impulse_start sound\dialog\elite\conditional\combat2\groupcomm\sightedenemyrecentcombat (unit (list_get (players) 0)) 1)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) false))
(sound_impulse_start sound\dialog\elite\conditional\combat2\groupcomm\sightedenemyrecentcombat (unit (list_get (players) 0)) 1)
)

how would i make that work for all multiplayer players


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 16, 2010 01:09 AM    Msg. 2 of 6       
First off, you're using improper syntax for the sound_impulse_start command. Correct usage would be something like:

(sound_impulse_start sound\dialog\elite\conditional\combat2\groupcomm\sightedenemyrecentcombat none 1)

Also, your script contains no pauses, so if one were to spam the flashlight key, sounds would play continuously.


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jun 16, 2010 01:45 AM    Msg. 3 of 6       
I think you'd be better off editing the flashlight attachment and function to play the sound instead.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 16, 2010 04:37 AM    Msg. 4 of 6       
Does this mean that only the player that presses q hears the sound? Or does everyone enjoi it whit you?


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jun 16, 2010 04:47 AM    Msg. 5 of 6       
The way he's trying to do it and Gamma helped with will work only for SP maps.

The way I'm proposing would work for MP maps, and anyone could hear it if they were within the sound's radius.

What.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 16, 2010 04:53 AM    Msg. 6 of 6       
ok that's to bad for me I'm still looking for a way that allows only the given player to hear the sound. I need to do it in script but it seems imposeble.

 

 
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