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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 7, 2010 06:18 PM
Msg. 36 of 71
Quote: --- Original message by: Advancebo void is basically a do not do script. it wont run unless its changed to startup, continuous, or static. No. Not even close ._. A void script is a script that's invoked by calling its name. This is essentially how you create new script commands. In OOP, static refers to a command that's used throughout the class. Thus, there's no need for any getter commands to return any values; rather, you can invoke the class name and be able to directly access the variable. In scripting, static refers to something that's used throughout the entire script. For instance, there are static units, which essentially become new "names" that can be referenced for any command using a "unit" parameter. The same applies for void scripts. Edited by Gamma927 on Sep 7, 2010 at 06:20 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 7, 2010 06:22 PM
Msg. 37 of 71
Static is a modifier for a script, not an actual type of script.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 7, 2010 06:39 PM
Msg. 38 of 71
In computer science, a static variable or method is one that's referenced throughout the class. There is no need for any getter methods in order to access the variable, nor any need for an instance of an object to invoke a command; rather, by invoking the class' name directly, one can modify the variable or invoke the command. You could have a standard void command, which requires an object to be constructed, or a static void, in which the class will directly execute the command.
Scripting operates in the same way. For instance, your usage of a static void. A static void itself isn't a type of command, as you well know, as static is its own little word. You can have static units, static voids, so on. If it were a certain type of command, it wouldn't be as versatile, no?
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 7, 2010 07:28 PM
Msg. 39 of 71
Hey Gamma I thought you didn't have you're script anymore?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 7, 2010 07:36 PM
Msg. 40 of 71
I found it :3
GRUNTS is right in a certain aspect, that as you never need to know the difference between static and void, you automatically assume that static void is a type of script. Since you'll never split them apart, you'll always assume they're one entity.
However, I'm right in the aspect that if you're looking at this from a broader perspective, you will realize that static and void are two separate entities, one affecting the other.
It's like dividing by zero. Most of you believe that you can't divide by zero and get a value, yet it is still entirely possible.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 7, 2010 07:40 PM
Msg. 41 of 71
Except most people here aren't first graders anymore. I think D:
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Sep 7, 2010 09:02 PM
Msg. 42 of 71
Void, unit, player, object, int, real, short, long,
what those are when used in the context that void is used in, are RETURN TYPES.
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Sep 7, 2010 09:30 PM
Msg. 43 of 71
Great example.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 7, 2010 09:33 PM
Msg. 44 of 71
i know what that meaning of void means. i'm not an idiot. i just wanted to know wat void does in a script and now i know. now i can really understand the scripts that i extract and make my own.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 8, 2010 02:54 PM
Msg. 45 of 71
Quote: --- Original message by: l283023MediaFire is down, so the download is void.  Actually I just downloaded it.
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lordofblake
Joined: Jan 6, 2008
Nice Tongue
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Posted: Sep 8, 2010 03:23 PM
Msg. 46 of 71
lol, Gamma is that protection method the one you told me about. that really really simple yet unbeatable way of protecting?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 8, 2010 05:03 PM
Msg. 47 of 71
lol. well. so that's a way of protecting a map huh?
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lordofblake
Joined: Jan 6, 2008
Nice Tongue
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Posted: Sep 8, 2010 05:21 PM
Msg. 48 of 71
Quote: --- Original message by: l283023 All you do is set the map as read-only. awwww, you revealed it..... it was so....clever
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d4rfnader
Joined: Jul 16, 2010
Open mouth, insert sandwhich.
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Posted: Sep 8, 2010 05:52 PM
Msg. 49 of 71
wow a seemingly unbeatable protection made so simple, now this sights gonna be full of read only maps lol.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 8, 2010 07:31 PM
Msg. 50 of 71
lol. dennis. plz delete that post.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 9, 2010 03:43 AM
Msg. 51 of 71
Quote: --- Original message by: l283023 All you do is (secret information cannnot be quoted :P). 0_o WHAT???!!!!! I AM SHOCKED !!!! I did an awsome amount of reacearch trying to create a good protection and still I didn't manage to do it and you say THIS works good?!?! OMG So how good does it work? Edited by Niels on Sep 9, 2010 at 03:44 AM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 9, 2010 02:58 PM
Msg. 52 of 71
Quote: --- Original message by: NielsQuote: --- Original message by: l283023 All you do is (secret information cannnot be quoted :P). 0_o WHAT???!!!!! I AM SHOCKED !!!! I did an awsome amount of reacearch trying to create a good protection and still I didn't manage to do it and you say THIS works good?!?! OMG So how good does it work? Edited by Niels on Sep 9, 2010 at 03:44 AM It is simpler then I thought... I will PM ya. -Skidrow
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 9, 2010 06:20 PM
Msg. 53 of 71
Quote: --- Original message by: l283023 Halo only needs to read the map. It doesn't need to access the map like HEK+. Yea I knew that but I tryed to make it read only by hex-editing and stuff :P. Now I understand it's just this one click in hek+ :D. Let's NOT tell anybody and le't this die in silence before some # comes up whit a easy way to crack it :P.
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Co1t3r
Joined: Dec 13, 2008
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Posted: Sep 9, 2010 07:28 PM
Msg. 54 of 71
1. Right click 2. Properties 3. Uncheck the obvious box
Uncrackable? That didn't even involve thinking.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 10, 2010 09:10 AM
Msg. 55 of 71
Quote: --- Original message by: Co1t3r 1. Right click 2. Properties 3. Uncheck the obvious box
Uncrackable? That didn't even involve thinking. True. But overprotecting it with the map protector takes forever to get it right. I am still figuring out what tags do what. I have a slice of your tags folder Gamma. I want the rest of your tags folder Gamma. I like your tags Gamma. [/randomness] -Skidrow
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 10, 2010 09:44 AM
Msg. 56 of 71
Quote: --- Original message by: Skidrow925Quote: --- Original message by: Co1t3r 1. Right click 2. Properties 3. Uncheck the obvious box
Uncrackable? That didn't even involve thinking. True. But overprotecting it with the map protector takes forever to get it right. I am still figuring out what tags do what. I have a slice of your tags folder Gamma. I want the rest of your tags folder Gamma. I like your tags Gamma. [/randomness] -Skidrow You defenetly didn't learn to 'ask nice'did you :P. All I need is a map protection that makes sure the tags won't be exstracteble atleast not by hek+. The name protection won't be good enough to protect people from ripping just a few tags. It's the good tags I want to protect and if that's just a few it's easy to rip whit name protection only. I'm not sure whether I should even try to protect script ripping, since there isn't mutch special in script whitch other people can't make on their own just as easy.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 10, 2010 12:45 PM
Msg. 57 of 71
Quote: --- Original message by: NielsQuote: --- Original message by: Skidrow925Quote: --- Original message by: Co1t3r 1. Right click 2. Properties 3. Uncheck the obvious box
Uncrackable? That didn't even involve thinking. True. But overprotecting it with the map protector takes forever to get it right. I am still figuring out what tags do what. I have a slice of your tags folder Gamma. I want the rest of your tags folder Gamma. I like your tags Gamma. [/randomness] -Skidrow You defenetly didn't learn to 'ask nice'did you :P. All I need is a map protection that makes sure the tags won't be exstracteble atleast not by hek+. The name protection won't be good enough to protect people from ripping just a few tags. It's the good tags I want to protect and if that's just a few it's easy to rip whit name protection only. I'm not sure whether I should even try to protect script ripping, since there isn't mutch special in script whitch other people can't make on their own just as easy. Ok then... Gamma, may I please have your tags? Heh. Anyway you could do what Gamma did and change the type of tag to ''(none)'' so that well. yeah. I am trying to figure out how to make the ''death'' script work right. Debug: 09.07.10 19:46:26 [asdf line 2] this is not a valid real number.: killz true)) 15) 09.07.10 19:46:26 recompiling scripts after scenarios were merged. 09.07.10 19:46:26 [asdf line 1] this left parenthesis is unmatched.: (script startup death 09.07.10 19:46:32 [asdf line 2] this is not a valid real number.: killz true)) 15) 09.07.10 19:46:32 recompiling scripts after scenarios were merged. 09.07.10 19:46:32 [asdf line 1] this left parenthesis is unmatched.: (script startup death 09.07.10 19:48:04 [asdf line 2] the and call requires at least 2 arguments.: (and (< (unit_get_health (unit (list_get (players) 0))) 0.01) ) 15) 09.07.10 19:48:04 recompiling scripts after scenarios were merged. 09.07.10 19:48:04 [asdf line 1] this left parenthesis is unmatched.: (script startup death 09.07.10 19:48:25 [asdf line 2] this is not a valid real number.: killz true)) 15) 09.07.10 19:48:25 recompiling scripts after scenarios were merged. 09.07.10 19:48:25 [asdf line 1] this left parenthesis is unmatched.: (script startup death 09.07.10 19:48:38 [asdf line 2] this is not a valid real number.: add true)) 15) 09.07.10 19:48:38 recompiling scripts after scenarios were merged. 09.07.10 19:48:38 [asdf line 1] this left parenthesis is unmatched.: (script startup death 09.07.10 19:48:57 [asdf line 2] this is not a valid real number.: killz true)) 1) 09.07.10 19:48:57 recompiling scripts after scenarios were merged. 09.07.10 19:48:57 [asdf line 1] this left parenthesis is unmatched.: (script startup death 09.07.10 19:53:00 [asdf line 2] this is not a valid real number.: killz true)) 15) 09.07.10 19:53:00 recompiling scripts after scenarios were merged. 09.07.10 19:53:00 [asdf line 1] this left parenthesis is unmatched.: (script startup death I have no idea what it means by a ''real'' number. Any ideas? The orig script I used: (global short point_20 2) (global short rand 0) (global boolean isJohnAlive false) (global boolean isRan false) (global boolean far false) (global boolean offdrugs false) (global boolean w1 false) (global boolean real false) (global boolean fsr false) (global boolean w2 false) (global boolean wave927 false) (global boolean w3 false) (global boolean w4 false) (global boolean w5 false) (global boolean w6 false) (global boolean w7 false) (global boolean w8 false) (global boolean w9 false) (global boolean w10 false) (global boolean w11 false) (global boolean w12 false) (global boolean w13 false) (global boolean w14 false) (global boolean w15 false) (global boolean w16 false) (global boolean w17 false) (global boolean w18 false) (global boolean w19 false) (global boolean w20 false) (global boolean runonce1 false) (global boolean isOnInf false) (global short marine_sr 900) (global boolean isOnDef false) (global boolean runonce2 false) (global boolean isOnSal false) (global boolean runSal false) (global short sr_cost 600) (global boolean sr_exist false) (global short smb_cost 100) (global short hp_ammo 100) (global short lgb_cost 200) (global boolean fbr false) (global boolean lb1 false) (global boolean lb2 false) (global boolean lb3 false) (global boolean sb1 false) (global boolean sb2 false) (global boolean sb3 false) (global boolean fsh false) (global boolean fsmg false) (global boolean br_exist false) (global short ft_cost 800) (global boolean ft_exist false) (global boolean truth true) (global short rl_ammo 500) (global short smbnum 0) (global short lgbnum 0) (global boolean ar_exist false) (global short br_cost 300) (global boolean killz false) (global boolean smg_exist false) (global short smg_cost 100) (global short points 200) (global short ar_cost 200) (global short marine_sh 800) (global short johnson 1400) (global short sr_ammo 200) (global short sh_ammo 200) (global short rl_cost 1000) (global boolean rl_exist false) (global short grenades_cost 400) (global boolean test false) (global short pack_cost 200) (global short omnipack_cost 500) (global short sh_cost 500) (global short ar_ammo 100) (global short marine_ar 500) (global short rocks 300) (global boolean sh_exist false) (script static "void" wanderer (player_enable_input 0) (ai_disregard (players) true) (fade_out 1 0 0 90) (game_revert) ) (script startup killz (sleep_until (volume_test_objects doom (players)) 15) (wanderer) ) (script startup death (sleep_until (and (< (unit_get_health (unit (list_get (players) 0))) 0.01) (= killz true)) 15) (player_enable_input 0) (ai_disregard (players) true) (fade_out 1 0 0 90) (game_revert) ) I know I have all those ''globals'' and it is because I have no idea which ones I need. (Gotta love copy&paste) -Skidrow Edited by Skidrow925 on Sep 10, 2010 at 12:48 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 11, 2010 01:00 AM
Msg. 58 of 71
What I said about idiots copying and pasting scripts still stands. The fact remains, that since you have no idea what you're copying and pasting, even if you were to rip it, it's useless. It's like stealing someone's answers for a calculus test, and attempting to take your own test with those answers. You have the answer, but you don't know how to apply it.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Sep 11, 2010 04:55 AM
Msg. 59 of 71
Nah . . . I disagree with much that has been posted in forums about keeping stuff secret. A basic method of learning is imitation, another is replication. To be able to see how a process was completed, by dissembling it, and reassembling it allows you to investigate and imitate, then replicate a custom variation of the imitated concept. I have many scripts, but I am not a coder, and only partially understood how they worked. By reverse engineering, I can then apply a proven method to a new idea, and understand how to apply it without first becoming proficient in scripting, and if I so choose, the same idea could be cloned without significant changes, but still learn and also improve upon it if I so choose.
By extracting viewing multiple scripts and maps, and learning how they are applied - solely from reverse engineering - I can then combine pieces of script to form a new unique idea without even becoming a pro at coding/scripting. This is efficient, and smart. Simply releasing a script, or map is not enough.
I think a few of you would agree, if you applied this same logic to modeling: You have followed tuts, and imitated pre-made models and your skill improved to the point you were ready to make your own model, from concept to completion. I see this as no different. With HEK you can rip the map, but not the scripts. Combined with this extraction tool, you can now extract both and see how they fit together. Some take for granted the skill they have and claim others don't have the skill simply because they are lazy. Hogwash! (maybe they just want better use of time) The more common complaint about some ripping, is not that someone else is using your tag, but actually didn't give you credit (falsely make themselves appear to be the creator), or seek your permission to use something that is not really your property. And some here are afraid, that their scripts will now be ripped, and also not be credited, or worse, but more realistic: that someone might view the script, and discover it's not as hard as many made it appear to be, when in reality, they only lacked a few working examples before they learned how to do it or create their own unique idea. This is only a tool to make learning more efficient. The fear of misuse of that tool is not the same, and not a good reason to withhold it.
Rhetorical: I wonder how many of you veterans could make a single map, get it in game without ever having used HEK, Sapien, Guerilla, blitzkrieg, tool, kornman, hobo, opensauce, notepad, photoshop, spellcheck, etc.? Did using these tools make you more efficient in creating a map? Is there really anything to be afraid of? Really?
I wish this was released much sooner in development of the game. How much further ahead/improved would your quality be? Would you be more innovative, creative and capable? Yes, I think so - many of you are very skilled, but also very afraid when you don't need to be. And if you are afraid, maybe it's because your work is now visible and open to criticism/improvement/duplication? pfft - we need more courage, can someone please make an app for that?! Edited by Slap Happy on Sep 11, 2010 at 05:02 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 11, 2010 11:01 AM
Msg. 60 of 71
I'm not saying that open sourcing scripts is a bad thing; rather, I'm saying that this tool doesn't help those who think that ripping a script can solve all their problems. For those of us intelligent enough to read the script, you can understand how it works, but if you look on the previous page, Skidrow took my Firefight script for his own purposes, but he had no clue what he was doing, thus having a string of variables that he wasn't using, and using all my AWOL scripts when he had no idea what he was doing as well.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 11, 2010 11:10 AM
Msg. 61 of 71
Quote: --- Original message by: Gamma927 I'm not saying that open sourcing scripts is a bad thing; rather, I'm saying that this tool doesn't help those who think that ripping a script can solve all their problems. For those of us intelligent enough to read the script, you can understand how it works, but if you look on the previous page, Skidrow took my Firefight script for his own purposes, but he had no clue what he was doing, thus having a string of variables that he wasn't using, and using all my AWOL scripts when he had no idea what he was doing as well. There's no arguing with gamma's point. The extractor doesn't indent or anything. If someone wanted to learn scripts, looking at the jumble of script the extractor gives you is the worst way to do it. Gamma isn't even the only one who can make a points system. I made mine from scratch. My firefight's AWOL is a bit like gamma's. I learned the system when he posted it, with indents and everything (basically nested if's). But I didn't copy it, because he had elements I didn't need, and I needed to put my own in (like door checking).
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 11, 2010 11:27 AM
Msg. 62 of 71
He's right; If one really wanted to make the script, using a script for reference isn't bad. Usually, you won't even need a reference. When you write a script by yourself, it means you understand it, and can easily debug it.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 11, 2010 11:36 AM
Msg. 63 of 71
Quote: --- Original message by: Gamma927 What I said about idiots copying and pasting scripts still stands. The fact remains, that since you have no idea what you're copying and pasting, even if you were to rip it, it's useless. It's like stealing someone's answers for a calculus test, and attempting to take your own test with those answers. You have the answer, but you don't know how to apply it. The copy&paste remark was in reference to the fact that I posted this (or rather something like it but slightly worded differently) on another thread. I don't know how to apply it yet. I am working on figuring out how it works. Quote: --- Original message by: Slap Happy
Nah . . . I disagree with much that has been posted in forums about keeping stuff secret. A basic method of learning is imitation, another is replication. To be able to see how a process was completed, by dissembling it, and reassembling it allows you to investigate and imitate, then replicate a custom variation of the imitated concept. I have many scripts, but I am not a coder, and only partially understood how they worked. By reverse engineering, I can then apply a proven method to a new idea, and understand how to apply it without first becoming proficient in scripting, and if I so choose, the same idea could be cloned without significant changes, but still learn and also improve upon it if I so choose.
By extracting viewing multiple scripts and maps, and learning how they are applied - solely from reverse engineering - I can then combine pieces of script to form a new unique idea without even becoming a pro at coding/scripting. This is efficient, and smart. Simply releasing a script, or map is not enough.
I think a few of you would agree, if you applied this same logic to modeling: You have followed tuts, and imitated pre-made models and your skill improved to the point you were ready to make your own model, from concept to completion. I see this as no different. With HEK you can rip the map, but not the scripts. Combined with this extraction tool, you can now extract both and see how they fit together. Some take for granted the skill they have and claim others don't have the skill simply because they are lazy. Hogwash! (maybe they just want better use of time) The more common complaint about some ripping, is not that someone else is using your tag, but actually didn't give you credit (falsely make themselves appear to be the creator), or seek your permission to use something that is not really your property. And some here are afraid, that their scripts will now be ripped, and also not be credited, or worse, but more realistic: that someone might view the script, and discover it's not as hard as many made it appear to be, when in reality, they only lacked a few working examples before they learned how to do it or create their own unique idea. This is only a tool to make learning more efficient. The fear of misuse of that tool is not the same, and not a good reason to withhold it.
Rhetorical: I wonder how many of you veterans could make a single map, get it in game without ever having used HEK, Sapien, Guerilla, blitzkrieg, tool, kornman, hobo, opensauce, notepad, photoshop, spellcheck, etc.? Did using these tools make you more efficient in creating a map? Is there really anything to be afraid of? Really?
I wish this was released much sooner in development of the game. How much further ahead/improved would your quality be? Would you be more innovative, creative and capable? Yes, I think so - many of you are very skilled, but also very afraid when you don't need to be. And if you are afraid, maybe it's because your work is now visible and open to criticism/improvement/duplication? pfft - we need more courage, can someone please make an app for that?! Edited by Slap Happy on Sep 11, 2010 at 05:02 AM Lotta words, so I don't feel like covering it all. Yes I am ''reverse engineering it so I can learn how it works. That is how I found some other cool stuff out. I had the maker of the maps (e10, e20 etc) send me the script so I could see how stuff works. Quote: --- Original message by: Gamma927 I'm not saying that open sourcing scripts is a bad thing; rather, I'm saying that this tool doesn't help those who think that ripping a script can solve all their problems. For those of us intelligent enough to read the script, you can understand how it works, but if you look on the previous page, Skidrow took my Firefight script for his own purposes, but he had no clue what he was doing, thus having a string of variables that he wasn't using, and using all my AWOL scripts when he had no idea what he was doing as well. Actually I am not using your AWOL script. I am using your KIA script. Also I have somewhat figured out what I do and don't need in the globals things. And I was only looking for insight on that script spot. Not an entire conversation about scripts. Anyway with the script extractor it mes- You are right... It does mess stuff up. How did it get this: (script dormant void newdudes (begin (ai_place allies) (ai_place finalwave) (sleep 1800) (fade_out 0.00 0.00 0.00 100) (sleep 30) (player_enable_input false) (show_hud_help_text true) (hud_set_help_text onwave12) (sleep 300) (show_hud_help_text false) (map_name search-and-rescue)))
(script dormant void postgame (begin (hud_set_objective_text onwave11) (show_hud_help_text true) (hud_set_help_text onwave11) (sleep 120) (show_hud_help_text false) (sleep 180) (wake newdudes) (game_save)))
(script dormant void endgame (begin (volume_teleport_players_not_inside blank spawn) (cinematic_start) (camera_control true) (camera_set 1 100) (sleep 50) (camera_set 2 100) (sleep 50) (camera_set 3 100) (sleep 50) (camera_set 4 100) (sleep 50) (camera_set 5 100) (sleep 50) (camera_set 6 100) (sleep 50) (camera_set 7 100) (sleep 50) (camera_set 8 100) (sleep 50) (camera_set 9 100) (sleep 50) (camera_set 10 100) (sleep 50) (camera_set 11 100) (sleep 50) (camera_set 12 100) (sleep 50) (camera_set 13 100) (sleep 50) (camera_set 14 100) (sleep 50) (camera_set 15 100) (sleep 50) (camera_set 16 100) (sleep 50) (camera_set 17 100) (sleep 50) (camera_set 18 100) (sleep 50) (camera_set 19 100) (sleep 50) (camera_set 20 100) (sleep 50) (camera_set 21 100) (sleep 500) (camera_control false) (cinematic_stop) (wake postgame) (game_save)))
(script dormant void everyone (begin (sleep_until (volume_test_objects flood (players)) 15) (show_hud_help_text true) (hud_set_objective_text onwave9) (hud_set_help_text onwave9) (sleep 90) (show_hud_help_text false) (ai_place wave1) (sleep 1) (ai_place wave2) (sleep 1) (ai_place wave3) (sleep 1) (ai_place finalwave) (sleep 1) (ai_place grunts) (sleep 1) (ai_place endgame) (sleep 1) (ai_place allies) (sleep 1) (ai_place hunters) (sleep 1) (ai_place patrol) (sleep 1) (ai_place flood1) (sleep 1) (sleep_until (volume_test_objects lift (players)) 15) (ai_place sentinals) (sleep 300) (object_destroy lift) (game_save) (sleep 540) (wake endgame)))
(script dormant void flood (begin (sleep_until (volume_test_objects flood (players)) 15) (ai_place flood1) (sleep_until (= (ai_living_count flood1) 0) 15) (wake everyone) (game_save)))
(script dormant void patrol (begin (sleep 150) (ai_place patrol) (hud_set_objective_text onwave8) (show_hud_help_text true) (hud_set_help_text onwave8) (sleep 120) (show_hud_help_text false) (sleep_until (= (ai_living_count patrol) 0) 15) (wake flood) (game_save)))
(script dormant void reinforcements (begin (sleep 90) (ai_place allies) (hud_set_objective_text onwave7) (show_hud_help_text true) (hud_set_help_text onwave7) (sleep 120) (show_hud_help_text false) (game_save) (wake patrol)))
(script dormant void hunters (begin (ai_place hunters) (hud_set_objective_text onwave6) (show_hud_help_text true) (hud_set_help_text onwave6) (sleep 120) (show_hud_help_text false) (sleep_until (= (ai_living_count hunters) 0) 15) (game_save) (sleep 30) (wake reinforcements)))
(script dormant void gruntwave7 (begin (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (game_save) (wake hunters)))
(script dormant void gruntwave6 (begin (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave7)))
(script dormant void gruntwave5 (begin (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave6)))
(script dormant void gruntwave4 (begin (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave5)))
(script dormant void gruntwave3 (begin (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave4)))
(script dormant void gruntwave2 (begin (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave3)))
(script dormant void gruntwave1 (begin (ai_place grunts) (hud_set_objective_text onwave5) (show_hud_help_text true) (hud_set_help_text onwave5) (sleep 120) (show_hud_help_text false) (sleep_until (= (ai_living_count grunts) 0) 15) (game_save) (wake gruntwave2)))
(script dormant void finalwave (begin (ai_place finalwave) (show_hud_help_text true) (hud_set_help_text onwave4) (sleep 120) (show_hud_help_text false) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) (wake gruntwave1)))
(script dormant void wave3 (begin (ai_place wave3) (show_hud_help_text true) (hud_set_help_text onwave3) (sleep 120) (show_hud_help_text false) (sleep_until (= (ai_living_count wave3) 0) 15) (game_save) (wake finalwave)))
(script dormant void wave2 (begin (ai_place wave2) (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) (game_save) (wake wave3)))
(script dormant void wave1 (begin (sleep 90) (ai_place wave1) (show_hud_help_text true) (hud_set_help_text onwave1) (sleep 120) (show_hud_help_text false) (sleep_until (= (ai_living_count wave1) 0) 15) (game_save) (wake wave2)))
(script dormant void beginning (begin (show_hud_help_text true) (hud_set_help_text onwave0) (sleep 120) (show_hud_help_text false) (wake wave1)))
(script dormant void startingjunk (begin (sleep_until (volume_test_objects flood (players)) 15) (ai_kill_silent randomflood) (sleep 90) (wake beginning)))
(script startup void blah (begin (fade_in 1.00 1.00 1.00 100) (sleep 120) (show_hud false) (cinematic_show_letterbox true) (sleep 30) (cinematic_set_title 1) (sleep 150) (cinematic_show_letterbox false) (show_hud true) (game_save_no_timeout) (hud_set_objective_text onwave14) (show_hud_help_text true) (hud_set_help_text onwave13) (sleep 120) (hud_set_help_text onwave15) (sleep 120) (hud_set_help_text onwave10) (sleep 120) (hud_set_help_text onwave14) (sleep 120) (activate_team_nav_point_flag default_red player blah 0.00) (show_hud_help_text false) (wake startingjunk))) From this: ? (script dormant newdudes (ai_place allies) (ai_place finalwave) (sleep 1800) (fade_out 0 0 0 100 ) (sleep 30) (player_enable_input 0) (show_hud_help_text true ) (hud_set_help_text onwave12) (sleep 300 ) (show_hud_help_text false ) (map_name search-and-rescue ))
(script dormant postgame (hud_set_objective_text onwave11 ) (show_hud_help_text true ) (hud_set_help_text onwave11) (sleep 120 ) (show_hud_help_text false ) (sleep 180) (wake newdudes) (game_save) )
(script dormant endgame (volume_teleport_players_not_inside blank spawn) (cinematic_start) (camera_control 1) (camera_set 1 100) (sleep 50) (camera_set 2 100) (sleep 50) (camera_set 3 100) (sleep 50) (camera_set 4 100) (sleep 50) (camera_set 5 100) (sleep 50) (camera_set 6 100) (sleep 50) (camera_set 7 100) (sleep 50) (camera_set 8 100) (sleep 50) (camera_set 9 100) (sleep 50) (camera_set 10 100) (sleep 50) (camera_set 11 100) (sleep 50) (camera_set 12 100) (sleep 50) (camera_set 13 100) (sleep 50) (camera_set 14 100) (sleep 50) (camera_set 15 100) (sleep 50) (camera_set 16 100) (sleep 50) (camera_set 17 100) (sleep 50) (camera_set 18 100) (sleep 50) (camera_set 19 100) (sleep 50) (camera_set 20 100) (sleep 50) (camera_set 21 100) (sleep 500) (Camera_control 0) (cinematic_stop) (wake postgame) (game_save) )
(script dormant everyone (sleep_until (volume_test_objects Flood (players)) 15) (show_hud_help_text true ) (hud_set_objective_text onwave9 ) (hud_set_help_text onwave9) (sleep 90 ) (show_hud_help_text false ) (ai_place Wave1) (sleep 1) (ai_place wave2) (sleep 1) (ai_place wave3) (sleep 1) (ai_place finalwave) (sleep 1) (ai_place grunts) (sleep 1) (ai_place endgame) (sleep 1) (ai_place allies) (sleep 1) (ai_place hunters) (sleep 1) (ai_place Patrol) (sleep 1) (ai_place Flood1) (sleep 1) (sleep_until (volume_test_objects lift (players)) 15) (ai_place sentinals) (sleep 300) (object_destroy lift) (game_save) (sleep 540) (wake endgame) )
(script dormant Flood (sleep_until (volume_test_objects Flood (players)) 15) (ai_place Flood1) (sleep_until (= (ai_living_count Flood1) 0) 15) (wake everyone) (game_save) )
(script dormant Patrol (sleep 150) (ai_place Patrol) (hud_set_objective_text onwave8 ) (show_hud_help_text true ) (hud_set_help_text onwave8) (sleep 120 ) (show_hud_help_text false ) (sleep_until (= (ai_living_count Patrol) 0) 15) (wake Flood) (game_save) )
(script dormant reinforcements (sleep 90) (ai_place allies) (hud_set_objective_text onwave7 ) (show_hud_help_text true ) (hud_set_help_text onwave7) (sleep 120 ) (show_hud_help_text false ) (game_save) (wake Patrol) )
(script dormant hunters (ai_place hunters) (hud_set_objective_text onwave6 ) (show_hud_help_text true ) (hud_set_help_text onwave6) (sleep 120 ) (show_hud_help_text false ) (sleep_until (= (ai_living_count hunters) 0) 15) (game_save) (sleep 30) (wake reinforcements) )
(script dormant gruntwave7 (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (game_save) (wake hunters) )
(script dormant gruntwave6 (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave7) )
(script dormant gruntwave5 (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave6) )
(script dormant gruntwave4 (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave5) )
(script dormant gruntwave3 (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave4) )
(script dormant gruntwave2 (ai_place grunts) (sleep_until (= (ai_living_count grunts) 0) 15) (wake gruntwave3) )
(script dormant gruntwave1 (ai_place grunts) (hud_set_objective_text onwave5 ) (show_hud_help_text true ) (hud_set_help_text onwave5) (sleep 120 ) (show_hud_help_text false ) (sleep_until (= (ai_living_count grunts) 0) 15) (game_save) (wake gruntwave2) )
(script dormant finalwave (ai_place finalwave) (show_hud_help_text true ) (hud_set_help_text onwave4) (sleep 120 ) (show_hud_help_text false ) (sleep_until (= (ai_living_count finalwave) 0) 15) (game_save) (wake gruntwave1) )
(script dormant wave3 (ai_place wave3) (show_hud_help_text true ) (hud_set_help_text onwave3) (sleep 120 ) (show_hud_help_text false ) (sleep_until (= (ai_living_count wave3) 0) 15) (game_save) (wake finalwave) )
(script dormant wave2 (ai_place wave2) (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) (game_save) (wake wave3) )
(script dormant wave1 (sleep 90) (ai_place wave1) (show_hud_help_text true ) (hud_set_help_text onwave1) (sleep 120 ) (show_hud_help_text false ) (sleep_until (= (ai_living_count wave1) 0) 15) (game_save) (wake wave2) )
(Script dormant beginning (show_hud_help_text true ) (hud_set_help_text onwave0) (sleep 120 ) (show_hud_help_text false ) (wake wave1) )
(script dormant startingjunk (sleep_until (volume_test_objects Flood (players)) 15) (ai_kill_silent randomflood) (sleep 90) (wake beginning) )
(script startup blah (fade_in 1 1 1 100 ) (show_hud false ) (cinematic_show_letterbox true ) (sleep 30 ) (cinematic_set_title 1 ) (sleep 150 ) (cinematic_show_letterbox false ) (show_hud true ) (game_save_no_timeout ) (hud_set_objective_text onwave14 ) (show_hud_help_text true ) (hud_set_help_text onwave13) (sleep 120 ) (hud_set_help_text onwave15) (sleep 120 ) (hud_set_help_text onwave10) (sleep 120 ) (hud_set_help_text onwave14) (sleep 120 ) (activate_team_nav_point_flag default_red player blah 0 ) (show_hud_help_text false ) (wake startingjunk) )
;__________________________________________________________________ ;(sleep_until (volume_test_objects [triggernamehere] (players)) 15)
;(hud_set_objective_text [hudmessagenamehere] )
;(show_hud_help_text true ) ;(hud_set_help_text [hudmessagenamehere]) ;(sleep 120 ) ;(show_hud_help_text false )
;(activate_team_nav_point_flag default_red player [flag] [offset] )
;(sleep_until (= (ai_living_count [ainamehere]) 0) 15)
;(show_hud false ) ;(cinematic_show_letterbox true ) ;(sleep 30 ) ;(cinematic_set_title a ) ;(sleep 150 ) ;(cinematic_show_letterbox false ) ;(show_hud true ) ;(sleep 90)
That isn't right... This thing needs fixed. Oh well it might work for me.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 11, 2010 01:18 PM
Msg. 64 of 71
Quote: --- Original message by: Skidrow925 Actually I am not using your AWOL script. I am using your KIA script. ^Exactly the point I was making earlier. I'm not referring to the script that provides the text; rather you're copying all the scripts that are INVOKED by the AWOL script.
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Slap Happy
Joined: Feb 2, 2009
Life ain't fair, buy a helmet.
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Posted: Sep 11, 2010 05:05 PM
Msg. 65 of 71
Yeah, I got a little "wordy" in my 3 a.m. post . . . here's the only thing I see I really wanted to say:
I wish this was released much sooner in development of the game. How much further ahead/improved would your quality be? Would you be more innovative, creative and capable? Yes, I think so - many of you are very skilled, but also very afraid when you don't need to be. And if you are afraid, maybe it's because your work is now visible and open to criticism/improvement/duplication?
pfft - we need more courage, can someone please make an app for that?! (note: I'm saying, it seems that fear of not getting credit, or someone duplicating but not crediting, or worse; crediting you for their mis-application or malfunctioning script.)
It is simply smart time management to ask should I learn scripting from scratch, or should I look for a tool that can help me identify a working model of what I would like to adapt for my purpose or desire that wont take as much time? I have a huge desire not to waste time re-inventing the wheel, and learning all things wheel-like simply because I want to increase traction, or create an effect that was already achieved by someone else, such as the plyrnum script. Applying someone elses script and adapting it for your purpose, does require learning.
Not arguing with anyone specific, just putting my opinion in on something that has bugged me for a couple of years. When I did the noobish map mayan sacrifice, I wanted a full volcano explosion effect, what I envisioned, was a death effect for players similar to "lolcano" for anyone too near the flame, plus mass debris shooting out (including flaming armed nades) - and camera shake for everyone, and server sync'd for multiplayer, and what I ended up with was "meh" but - doggone it - only a select few knew how to do it, and they weren't talkin and because I couldnt script, I also did not know the way to ask the right questions.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 11, 2010 05:15 PM
Msg. 66 of 71
Quote: --- Original message by: ASP_GRUNTS Learn to script before trying to rip them. Easy as that =3, now stop arguing you nubs. I am ripping them I can learn to script. If I don't know how to script and I look at existing scripts to learn from them. -Skidrow
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 11, 2010 06:01 PM
Msg. 67 of 71
Quote: --- Original message by: Skidrow925Quote: --- Original message by: ASP_GRUNTS Learn to script before trying to rip them. Easy as that =3, now stop arguing you nubs. I am ripping them I can learn to script. If I don't know how to script and I look at existing scripts to learn from them. -Skidrow Grunts is right, here's the reason: You can't learn anything from the extracted scripts. They're a mess. You would have to understand the basics in order to understand the extracted stuff. Defeats the purpose, if you're trying to learn how to script by looking at rips.
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: Sep 11, 2010 06:30 PM
Msg. 68 of 71
Quote: --- Original message by: SlappyThePirateQuote: --- Original message by: Skidrow925Quote: --- Original message by: ASP_GRUNTS Learn to script before trying to rip them. Easy as that =3, now stop arguing you nubs. I am ripping them I can learn to script. If I don't know how to script and I look at existing scripts to learn from them. -Skidrow Grunts is right, here's the reason: You can't learn anything from the extracted scripts. They're a mess. You would have to understand the basics in order to understand the extracted stuff. Defeats the purpose, if you're trying to learn how to script by looking at rips. If I look through a script by looking at what I understand I can get an idea of how a script is applied. I.E. the context of a line. Or if the script actually spell's something out then voila, I know something I didnn't know before. Like this: (effect_new "vehicles\superfighterbomber\nuke\huge explosion" 17) I figured out through looking at the script playing the map and messing around with some script that that will make an explosion. The same one as a fighterbombers nuke will. In fact the exact same one. Basically I figured out that: (effect_new ''[path to effect tag]'' [flag name]) See? You can learn just from looking at scripts. Also in Gammas script I was trying to figure out how to make "cheat_deathless_player'' true. Turns out you put (set cheat_deathless_player true) And there ya go. I have found out alot from looking at scripts. -Skidrow
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 11, 2010 07:47 PM
Msg. 69 of 71
That's what I mean by basic script knowledge. You have to know what a boolean is. Knowing all the commands is not what we mean by experience. Everybody looks these things up in the hs_doc.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 15, 2010 05:53 PM
Msg. 70 of 71
Quote: --- Original message by: Skidrow925Quote: --- Original message by: ASP_GRUNTS Learn to script before trying to rip them. Easy as that =3, now stop arguing you nubs. I am ripping them I can learn to script. If I don't know how to script and I look at existing scripts to learn from them. -Skidrow True and False. True because ripping stuff and modifying it is ALWAYS the best way to learn how to create your own. If you would learn using a tutorial you actually do the same, you copy something someoneelse made to learn how he meant it to work. False because Gamma is WAAAAAAAAAAAAAAAAAAAAY ahead of you skidrow. I remeber you asked me how to use HEK therefore I know you ain't ready for ripping this. Also there is hardly anything in script that is valuable. If someone makes a nice model the only way to get the exact same is by ripping it (or asking :P). Whit script (if it isn't to complex like Gamma's script) anyone can make his own version by seeing the result of the script only. You understand what the script told Halo to do and therefore you know how the script was made up. Ofcourse there are exeptions on that but most times those scripts are of no use to others.
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