
Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 1, 2010 01:47 PM
Msg. 1 of 15
I played the E10, E20, E30, E40, E50, and E60, so now I want to make my own single player map. But I want to make my own text that the AI say, too. Can someone tell me how to do this? Maybe the author of the E10 maps? Edited by Halocombatevolved on Jul 1, 2010 at 01:47 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 1, 2010 04:13 PM
Msg. 2 of 15
By AI saying the text, do you mean a HUD message or a sound?
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 1, 2010 04:30 PM
Msg. 3 of 15
Quote: By AI saying the text, do you mean a HUD message or a sound? What I mean is it's like a cut scene and text pop up and you press a certain button to continue with the text and it's like the AI are saying it. For Example: Quote: Sargent Nick: Tim go kill all the covenant. (press space to continue)
Tim: Yes Sir!
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GoldeNTacO
Joined: Sep 27, 2009
Stout Shako for 2 Refined
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Posted: Jul 1, 2010 04:58 PM
Msg. 4 of 15
Quote: --- Original message by: HalocombatevolvedQuote: By AI saying the text, do you mean a HUD message or a sound? What I mean is it's like a cut scene and text pop up and you press a certain button to continue with the text and it's like the AI are saying it. For Example: Quote: Sargent Nick: Tim go kill all the covenant. (press space to continue)
Tim: Yes Sir! I think he used a HUD message
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 1, 2010 05:01 PM
Msg. 5 of 15
Quote: I think he used a HUD message How would I setup one?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 1, 2010 05:41 PM
Msg. 6 of 15
Create a new .txt file. Name it hud messages.hmt, and save it with unicode encoding. Then, save that file in the directory that your scripts folder is located. DO NOT save inside that folder, but rather, the folder that the scripts folder is inside. Once done, in your hud messages.hmt file, type things like:
[wordindex]=[wordtext]
Example:
obj1=>>Kill covenant
The [wordindex] is obj1 and the [wordtext] is >>Kill covenant
Once done, save. Then, WHILE SAPIEN IS CLOSED, compile it using tool, by typing:
tool hud-messages [directory of scenario] [scenario]
If your scenario is located in tags\levels\bloodgulch\bloodgulch.scenario, then your hud messages.hmt file should be in data\levels\bloodgulch\hud messages.hmt. Then, type into tool
tool hud-messages levels\bloodgulch bloodgulch
Then, in your script, ADD (this is not a standalone script):
(show_hud_help_text true) (hud_set_help_text [wordindex]) (sleep 150) (show_hud_help_text false)
And then compile the script in Sapien.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 2, 2010 10:41 AM
Msg. 7 of 15
Two questions, 1: Do I add the script to a trigger volume script to work and know when it pops up? 2: How do I make a Unicode Strings List tag?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Jul 2, 2010 01:15 PM
Msg. 8 of 15
1) Creating the condition for your conditional script is completely up to you. You asked how to make a HUD message script, and my instructions are clear: add the above portion after your condition. If your condition is a trigger volume, then you add that after the trigger volume conditional.
2) Use a string list editor to create one, which you can find on Halomaps.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 2, 2010 01:46 PM
Msg. 9 of 15
thanks. EDIT: I tried to make a trigger volume script with the hud messages part and it looks like this: Quote: (script startup h4xmb (show_hud_help_text true) (hud_set_help_text >>kill the covenant squad.) (sleep 150) (show_hud_help_text false) (sleep_until (volume_test_objects trig_1 (players))15) ; Pauses script execution, and checks every 1/2 second to see if a player walks into the trigger “trig_1". (ai_place streets) ; Places the ai encounter “streets" (sleep_until (= (ai_living_count streets) 0) 15) ; Pauses script execution, and checks every 1/2 second to see if the encounter “streets" has been totally wiped out. (game_save) ; Checkpoint… done. ) And when I compile it in sapien I get this: Quote: i expected a script or variable definition.: ˙ž( recompiling scripts after scenarios were merged. i expected a script or variable definition.: ˙ž( Tell me if there's a problem with the script. I got confused if I put the hud message script after or before so I put it before because it seemed like it makes more sense to show the hud and then spawn the ai. Edited by Halocombatevolved on Jul 2, 2010 at 03:31 PMBy the way I got the trigger volume script part from a tutorial. Edited by Halocombatevolved on Jul 2, 2010 at 04:07 PM
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: Jul 2, 2010 05:24 PM
Msg. 10 of 15
It would be (hud_set_help_text obj1) or whatever it is named in your .hmt file. Remove the parts that say what the script does,make sure you have a trigger voulme named trig_1 and a AI encounter named streets.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 2, 2010 06:11 PM
Msg. 11 of 15
Quote: Posted By: FtDSpartn on Today @ 05:24 PM
It would be (hud_set_help_text obj1) or whatever it is named in your .hmt file. Remove the parts that say what the script does,make sure you have a trigger voulme named trig_1 and a AI encounter named streets.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH! That make sense, so it should look like this: Quote: (script startup h4xmb (show_hud_help_text true) (hud_set_help_text obj1) (sleep 150) (show_hud_help_text false) (sleep_until (volume_test_objects trig_1 (players))30) (ai_place streets) (sleep_until (= (ai_living_count streets) 0) 30) (game_save)
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FtDSpartn
Joined: May 1, 2009
Verified AI.
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Posted: Jul 2, 2010 06:38 PM
Msg. 12 of 15
Yes. Just make sure there is an encounter named streets and a trigger volume named trig_1.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 2, 2010 07:30 PM
Msg. 13 of 15
Everything worked for the trigger volume except the hud message!?
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Noobyourmom
Joined: Mar 23, 2010
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Posted: Jul 2, 2010 08:39 PM
Msg. 14 of 15
Show us your hud-message and script files, and tell us in detail what happened so I can try to help.
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Halocombatevolved
Joined: Nov 20, 2009
Son, I would've been your daddy, but, nevermind.
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Posted: Jul 2, 2010 10:04 PM
Msg. 15 of 15
Hud-Message: obj1=>>Kill the covenant squad. obj2=>>Get rid of the 4 hunters.
Script for Trig_1 1: (script startup h4xmb (show_hud_help_text true) (hud_set_help_text obj1) (sleep 150) (show_hud_help_text false) (sleep_until (volume_test_objects trig_1 (players))30) (ai_place streets) (sleep_until (= (ai_living_count streets) 0) 30 (game_save) Script for Trig_2: (script startup trigger (show_hud_help_text true) (hud_set_help_text obj2) (sleep 150) (show_hud_help_text false) (sleep_until (volume_test_objects trig_2 (players))4) (ai_place hunters) (sleep_until (= (ai_living_count hunters) 0) 4) (game_save) When I compiled the scripts to the scenario and create the hud_message_text tag I decided to test the map so far, and when I entered the trigger volume and it spawned the covenant squad "streets" but the hud-message didn't show up, but every thing after that worked like when I kill all of them I got a checkpoint. BTW, how did you make the cutscenes with the text and you press the space bar to continue with the text or the left mouse button to skip all the text and etc. Edited by Halocombatevolved on Jul 2, 2010 at 10:07 PMEdit: never mind i found tutorial Edited by Halocombatevolved on Jul 3, 2010 at 10:24 AM
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