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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Requesting a clear tutorial...

Author Topic: Requesting a clear tutorial... (16 messages, Page 1 of 1)
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aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 5, 2010 03:11 AM    Msg. 1 of 16       
So ineed a good clear tut for scripting in bsp switching... This mean to make it exactly like the campaign bsping... With all the ai, objects, player, trigger volumes, etc done correctly. ^plz


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 5, 2010 05:38 AM    Msg. 2 of 16       
Ok. If it is like campaign style you need to make a trigger volume before the bsp end and make sure that the other bsp includes a bit of the other bsp to make it look natural. Place the volume trigger before bsp switch and name it. Then write in script:
(sleep_until (volume_test_objects bsp_switch1 (players))15); bsp_swich is the name of the trigger volume.
(switch_bsp 1); The one is the no. of bsp.
When placing ai in a different bsp make sure that the encounter in properties has the manual bsp index to the number of the bsp.

I can't tell you the if one that allows you to go back and it switches bsp because I don't know that one.
Edited by Head Noob on Nov 5, 2010 at 05:40 AM


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 5, 2010 04:22 PM    Msg. 3 of 16       
Thanks for the help. Um so i put the trigger volume in the first bsp. what do i need to put in the 2nd to to put the player in the next bsp.
Edited by aZn9ja37 on Nov 5, 2010 at 06:21 PM


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 7, 2010 12:00 AM    Msg. 4 of 16       
(switch_bsp 2). The 2 is the number of the bsp. 0=The first bsp, 1=The secound bsp etc.


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 7, 2010 01:30 AM    Msg. 5 of 16       
sorry i was unclear. The player pops up outside the map and then falls. I know you use some sort of cutscen flag but after that what?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 7, 2010 11:52 AM    Msg. 6 of 16       
Campaign maps had their BSPs set up so that upon a BSP switch, the player would still be within the new BSP. Obviously, you aren't using BSPs set up in this fashion.

In order to fix the player falling out of the map, you must teleport the player to the new BSP. Create a custcene flag at a spot on the new BSP which you want to teleport to. Then, invoke the object_teleport command right before the BSP switch.


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 8, 2010 12:34 AM    Msg. 7 of 16       
ok i did what o'great gamma said and i got some "expecting script variable def thing"
this is my poor excuse for a script:
(script startup bspswitch
(sleep_until (volume_test_objects bsp1 (players))15)
(object_teleport (unit (list_get_players)0)) start)
(switch_bsp 1)
)

Need help fixing me problem.


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 8, 2010 03:18 AM    Msg. 8 of 16       
Quote: --- Original message by: aZn9ja37
(script startup bspswitch
(sleep_until (volume_test_objects bsp1 (players))15)
(object_teleport (unit (list_get_players)0)) start)
(switch_bsp 1)
)


Try this.
(script startup bspswitch
(sleep_until (volume_test_objects bsp1 (players))15)
(fade_out 1 1 1 30)
(object_teleport (unit (list_get_players)0)) )
(switch_bsp 1)
(fade_in 1 1 1 30)
This fades out then swaps bsp, teleport player and then fade in so that the player dosn't see the switch.
Edited by Head Noob on Nov 8, 2010 at 03:19 AM


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 8, 2010 04:03 AM    Msg. 9 of 16       
nice one head noob. Fixed ur sapien yet?

Also don't forget to do a garbage clean


(script startup bspswitch
(sleep_until (volume_test_objects bsp1 (players))15)
(fade_out 1 1 1 30)
(garbage_collect_now)
(object_teleport (unit (list_get_players)0)) )
(switch_bsp 1)
(fade_in 1 1 1 30)


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 8, 2010 05:11 AM    Msg. 10 of 16       
Quote: --- Original message by: Muscl3r
Also don't forget to do a garbage clean

(script startup bspswitch
(sleep_until (volume_test_objects bsp1 (players))15)
(fade_out 1 1 1 30)
(garbage_collect_now)
(object_teleport (unit (list_get_players)0)) )
(switch_bsp 1)
(fade_in 1 1 1 30)

Also add in a
(rasterizer_decals_flush)

I always couple the garbage command with flushing decals.
Edited by MoooseGuy on Nov 8, 2010 at 05:12 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 8, 2010 06:24 PM    Msg. 11 of 16       
The issue here is: list_get_players is not a command. Replace (list_get_players) with (list_get (players) 0). You're also missing the parameter for a flag.

That way, it looks like:

(script startup bspswitch
(sleep_until (volume_test_objects bsp1 (players))15)
(fade_out 1 1 1 30)
(garbage_collect_now)
(object_teleport (unit (list_get (players) 0)) FLAGNAME)
(switch_bsp 1)
(fade_in 1 1 1 30)
)


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: Nov 8, 2010 10:14 PM    Msg. 12 of 16       
thank you will see if this works later.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 9, 2010 05:16 AM    Msg. 13 of 16       
what does (raterizer_decals_flush) do?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 9, 2010 05:41 AM    Msg. 14 of 16       
It attempts to clear most of the blood and explosion decals not in sight. It doesn't get it all, but using this regularly with the garbage command greatly helps to reduce lag.


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 11, 2010 05:28 AM    Msg. 15 of 16       
that should come in very handy. Would this also prevent the occasional exception when I teleport to the next bsp?


Head Noob
Joined: Oct 3, 2010

This difficulty is for noobs! Mythic is for pros


Posted: Nov 12, 2010 11:34 PM    Msg. 16 of 16       
By the way here is the if version. If used correctly you can go back and forth from bsp to bsp.
(if ( = (volume_test_objects <Trigger_Volume> (list_get (players) 0 ) ) true )
Edited by Head Noob on Nov 12, 2010 at 11:35 PM

 

 
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