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Author Topic: Scripting question (2 messages, Page 1 of 1)
Moderators: Dennis

rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Nov 19, 2010 06:44 AM    Msg. 1 of 2       
My map has two encounters that I'm using for a script for now I'll just call them encounterA and encounerB

encounterA infinity respawns until the player is dead
encounterB will spawn for a time until all members of the encounter are dead.

Right now my script that I'm working on is going to look something like

sleep "amount of time"
encounterA stop respawning
sleep until encounterA is dead
create encounterB
sleep until encounterB is dead
encounterA respawn enabled
create encounterA

Now what I want to do is:
1) play a sound effect when encounterB is created
2) after sound effect plays, start music
3) after encounterB is dead stop playing music
4) after encounterB is dead create object(a custom ammo pickup)
5) the script must be able to run again until the game ends


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 19, 2010 10:00 AM    Msg. 2 of 2       
1)
(begin
(sound_impluse_predict SOUND 1)
(ai_place encounterB)
(sound_impulse_start SOUND none 1)
)


2)
(sound_looping_predict MUSIC 1)
(sound_looping_start MUSIC none 1)


3)
(sleep_until (= (ai_living_count EncounterExample) 0))
(sound_looping_predict MUSIC 1)
(sound_looping_start MUSIC none 1)


4)
(object_create_anew OBJECTNAME)


5)
(script continuous scriptname
STUFF GOES HERE
(sleep 15)
)

Edited by MoooseGuy on Nov 19, 2010 at 10:01 AM

 

 
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