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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Help with this script!

Author Topic: Help with this script! (4 messages, Page 1 of 1)
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Georgespartan01
Joined: Nov 1, 2010


Posted: Nov 21, 2010 11:11 PM    Msg. 1 of 4       
Hi, emmm i am Making a zombie map and one of my ideas, is when you stay in Water zombies will stop finding you, I mean like Hide... Underwater, my idea is how!
I don´t know anything about scripting but the only thing I know its put a Trigger volume in the water zones and script them, but ¿How? Can you help me with a Script Please.

And another script, is ¿How i can make the AIs Friends follow me all the time? Thanks

P.S. How I can put fire effects, like explosions or something like that! Thanks


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Nov 22, 2010 05:33 AM    Msg. 2 of 4       
1. Visibility of the Player
(script continuous visibility
(if (volume_test_objects cannotsee (players)))
(ai_disregard (players) true)
)

This will make all AI in the map treat the player as though he does not exist if he is within the trigger.

2. AI following players...
Quote: --- Original message by: Gamma927
1) Create an AI encounter, and set up firing positions in groups (how?)
a) Before I proceed, I'll explain what I mean by "groups". Each group is an area where the AI would fight in given the player's proximity. For instance, if you have a series of rooms, and you make each room have a separate group of firing positions, the AI would fight in each room. Let's say the player's in room 1. Thus, the AI would only use the firing positions within room 1. When the player moves to room 2, the AI will use the firing positions in room 2. If you don't understand this, that's not too much of a problem. Just put firing positions down in groups. How?
b) To put firing positions down in groups, in the properties pane, there will be a dropdown box to specify a certain letter. Each letter represents a certain group. If you place half the firing positions down with A (red), and half with B (blue), then they'll choose between groups whenever convenient. Remember to keep the A firing positions grouped together, and the B firing positions in a separate group.

2) Create one squad (only one). Specify the actor variant, the difficulty, etc. Check automatic migration.
3) Create a new squad. For this squad, do NOT specify the actor variant or difficulty. Instead, the only things you do are to check automatic migration and follow the directions below.
4) In the attacking, defending boxes, put in the letter of a firing position group (for example, A for firing position group A)
5) Repeat for all firing position groups.
6) Use the ai_follow_target_players command in a script.

That should be it.


3. (effect_new [effect] [flag])

So if I wanted an scorpion shell explosion effect at the flag labelled 'boom', my syntax would be:

(effect_new "vehicles\scorpion\shell explosion" boom)


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Nov 22, 2010 05:36 AM    Msg. 3 of 4       
Well said. Exactly as I would have stated it.


Georgespartan01
Joined: Nov 1, 2010


Posted: Nov 22, 2010 05:48 PM    Msg. 4 of 4       
Thank you SO MUCH! MUCH! MUCH!

EDIT: (script continuous visibility (if (volume_test_objects cannotsee (players))) (ai_disregard (players) true) ) tHIS DOESN´T WORK, where i have to put the name of my trigger volume? Thanks
Edited by Georgespartan01 on Nov 24, 2010 at 09:36 PM

 

 
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