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Author Topic: firefight script problem! (19 messages, Page 1 of 1)
Moderators: Dennis

Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 27, 2011 11:34 AM    Msg. 1 of 19       
I donīt know whats happening, I want that at the begining the encounter "Oleada1" appear, but all the encounters start appearing. Whats wrong?

(camera_set cut6 200)
(sleep 150)
(camera_control 0)
(cinematic_set_title inicio)
(cinematic_stop)
(sv_say "Round 1")
(sleep 60)
)

(script startup firefight
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(sleep_until (= (ai_living_count Oleada1) 0) 50)
(game_save_totally_unsafe)
(sv_say "Round 2")
(sleep 60)
(ai_place Oleada2)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep_until (= (ai_living_count Oleada2) 0) 50)
(sv_say "Round 3")
(sleep 60)
(ai_place Oleada3)
(sound_looping_start levels\Taos\music\round3 none 1)
(sleep_until (= (ai_living_count Oleada3) 0) 50)
(sv_say "Round 4")
(sleep 60)
(ai_place Oleada4)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep_until (= (ai_living_count Oleada4) 0) 50)
(sv_say "Round 5")
(sleep 60)
(ai_place Oleada5)
(sound_looping_start levels\Taos\music\round5 none 1)
(sleep_until (= (ai_living_count Oleada5) 0) 50)
)

(script startup hud_cross_hide
(begin
(hud_show_motion_sensor false)
)
)


Muscl3r
Joined: May 22, 2010

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


Posted: Feb 27, 2011 01:06 PM    Msg. 2 of 19       
It sounds like the encounters are not set to not initially created


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 27, 2011 03:00 PM    Msg. 3 of 19       
They are set to "Not initially created"


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 27, 2011 07:05 PM    Msg. 4 of 19       
I fixed my prolem! But now the AIs dont appear in the game

(script startup cutscenes
(player_enable_input 0)
(camera_control 1)
(cinematic_start)
(cinematic_show_letterbox 1)
(sleep 60)
(cinematic_start)
(cinematic_show_letterbox 1)
(camera_set cut1 200)
(sleep 200)
(camera_set cut2 200)
(sleep 150)
(camera_set cut3 200)
(sleep 150)
(camera_set cut4 200)
(sleep 150)
(camera_set cut5 200)
(sleep 150)
(camera_set cut6 200)
(sleep 150)
(camera_control 0)
(cinematic_set_title inicio)
(cinematic_stop)
(sleep 60)
)

(script startup AIPlace
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(sleep_until (= (ai_living_count Oleada1) 0) 15)
(game_save_totally_unsafe)
(sleep 60)
)

(Script dormant AIPlace2_a
(ai_place Oleada2)
(hud_show_motion_sensor false)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(sleep 60)
)

(Script dormant AIPlace3_b
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(sleep 60)
)

(Script dormant AIPlace4_c
(ai_place Oleada4)
(sound_looping_stop levels\Taos\music\round3)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep_until (= (ai_living_count Oleada4) 0) 15)
(sleep 60)
)

(Script dormant AIPLace5_d
(ai_place Oleada5)
(sound_looping_stop levels\Taos\music\round4)
(sound_looping_start levels\Taos\music\round5 none 1)
(sleep_until (= (ai_living_count Oleada5) 0) 15)
)

Also, I have problems with the music, the music is weird it plays permutation from permutation :S


gruntpowered
Joined: Feb 14, 2011

Halo CE annivarsary mod WIP


Posted: Feb 27, 2011 08:38 PM    Msg. 5 of 19       
make all one script


Georgespartan01
Joined: Nov 1, 2010


Posted: Feb 27, 2011 08:40 PM    Msg. 6 of 19       
Ok... but now, the 5 sound scenerys plays at the same time, and the AI dont appear :/


Muscl3r
Joined: May 22, 2010

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


Posted: Feb 28, 2011 12:50 AM    Msg. 7 of 19       
Dont make it all one script, that will just make it laggy

U need a wake command:

(script startup lvlscript1
(stuff)
(wake lvlscript2)
)

Make sure that lvlscript1 is below levelscript2 and if u use levelscript2 to wake levelscript3, then make sure that levelscript2 is below levelscript3 etc.

Also check that u have given the squads starting locations just incase
Edited by Muscl3r on Feb 28, 2011 at 12:53 AM


Georgespartan01
Joined: Nov 1, 2010


Posted: Mar 2, 2011 06:12 PM    Msg. 8 of 19       
It doesnt work, The music starts playing alone, and I scripted the map to play only 1 song at the begining, but the map plays 2 songs (round1 and round5) Also, the AIs appear but not the correct squad, at the begining human flood zombies should appear but the map shows flood elites. :S

NEW SCRIPT

(script startup cutscenes
(player_enable_input 0)
(camera_control 1)
(cinematic_start)
(cinematic_show_letterbox 1)
(sleep 60)
(cinematic_start)
(cinematic_show_letterbox 1)
(camera_set cut1 200)
(sleep 50)
(camera_set cut2 200)
(sleep 50)
(camera_set cut3 200)
(sleep 50)
(camera_set cut4 200)
(sleep 50)
(camera_set cut5 200)
(sleep 50)
(camera_set cut6 200)
(sleep 50)
(camera_set cut7 200)
(sleep 50)
(camera_set cut8 200)
(sleep 50)
(camera_set cut9 200)
(sleep 50)
(camera_set cut10 200)
(sleep 50)
(camera_set cut11 200)
(sleep 50)
(camera_set cut12 200)
(sleep 50)
(camera_control 0)
(cinematic_set_title inicio)
(cinematic_stop)
(sleep 60)
)



(Script Dormant AIPlace5
(ai_place Oleada5)
(sound_looping_stop levels\Taos\music\round4)
(sound_looping_start levels\Taos\music\round5 none 1)
(sleep_until (= (ai_living_count Oleada5) 0) 15)
)


(Script dormant AIPlace4
(ai_place Oleada4)
(sound_looping_stop levels\Taos\music\round3)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep_until (= (ai_living_count Oleada4) 0) 15)
(wake AIPlace5)
(sleep 60)
)


(Script dormant AIPlace3
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(wake AIPlace4)
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(sleep 60)
)

(script dormant AIPlace2
(ai_place Oleada2)
(hud_show_motion_sensor false)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(Wake AIPLace3)
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(sleep 60)
)

(script startup AIPlace
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(sleep_until (= (ai_living_count Oleada1) 0) 15)
(game_save_totally_unsafe)
(sleep 60)
(wake AIPlace2)
)


Muscl3r
Joined: May 22, 2010

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


Posted: Mar 3, 2011 04:20 AM    Msg. 9 of 19       
The cutscene needs to be the last script (the one at the bottom) and AI_Place needs to be dormant not startup. Use (wake AIPlace) at the end of ur cutscene script.

Also, In AIPlace2, u have used the wake command too early. Use:

(script dormant AIPlace2
(ai_place Oleada2)
(hud_show_motion_sensor false)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(sleep 60)
(Wake AIPLace3)
)

Fix that up for the rest of the scripts too. Oh and atm, there will be about 2 seconds in between each wave, and some there are no gaps. Instead of (sleep 60) use (sleep 300) and make sure its before the wake command


Georgespartan01
Joined: Nov 1, 2010


Posted: Mar 3, 2011 05:06 PM    Msg. 10 of 19       
PERFECT! :) I fixed many problems, now the problems is that all the encounters start to appear, and at the begining the maps plays the music "round5" and not "round1" wich is the first soundtrack in the map


Muscl3r
Joined: May 22, 2010

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


Posted: Mar 3, 2011 10:05 PM    Msg. 11 of 19       
Can u post ur latest script?


Georgespartan01
Joined: Nov 1, 2010


Posted: Mar 3, 2011 10:57 PM    Msg. 12 of 19       
(Script Dormant AIPlace5
(ai_place Oleada5)
(sound_looping_stop levels\Taos\music\round4)
(sound_looping_start levels\Taos\music\round5 none 1)
(sleep_until (= (ai_living_count Oleada5) 0) 15)
)


(Script dormant AIPlace4
(ai_place Oleada4)
(sound_looping_stop levels\Taos\music\round3)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep_until (= (ai_living_count Oleada4) 0) 15)
(wake AIPlace5)
(sleep 300)
)


(Script dormant AIPlace3
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(wake AIPlace4)
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(sleep 300)
)

(script dormant AIPlace2
(ai_place Oleada2)
(hud_show_motion_sensor false)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(sleep 300)
(Wake AIPLace3)
)

(script dormant AIPlace
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(sleep_until (= (ai_living_count Oleada1) 0) 15)
(game_save)
(sleep 300)
(wake AIPlace2)
)



(script startup cutscenes
(player_enable_input 0)
(camera_control 1)
(cinematic_start)
(cinematic_show_letterbox 1)
(sleep 60)
(cinematic_start)
(cinematic_show_letterbox 1)
(camera_set cut1 200)
(sleep 50)
(camera_set cut2 200)
(sleep 50)
(camera_set cut3 200)
(sleep 50)
(camera_set cut4 200)
(sleep 50)
(camera_set cut5 200)
(sleep 50)
(camera_set cut6 200)
(sleep 50)
(camera_set cut7 200)
(sleep 50)
(camera_set cut8 200)
(sleep 50)
(camera_set cut9 200)
(sleep 50)
(camera_set cut10 200)
(sleep 50)
(camera_set cut11 200)
(sleep 50)
(camera_set cut12 200)
(sleep 50)
(camera_control 0)
(cinematic_set_title inicio)
(cinematic_stop)
(sleep 60)
(Wake AIPlace)
)


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 4, 2011 12:21 AM    Msg. 13 of 19       
Quote: --- Original message by: Muscl3r

Dont make it all one script, that will just make it laggy


No, it won't. It's the other way around. The more scripts, the more laggy it gets. The more you compress your script into as few continuous//simultaneous functions running at one time, the better your performance.


Muscl3r
Joined: May 22, 2010

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


Posted: Mar 4, 2011 02:20 AM    Msg. 14 of 19       
Quote: --- Original message by: Georgespartan01

(Script dormant AIPlace4
(ai_place Oleada4)
(sound_looping_stop levels\Taos\music\round3)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep_until (= (ai_living_count Oleada4) 0) 15)
(wake AIPlace5)
(sleep 300)
)


(Script dormant AIPlace3
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(wake AIPlace4)
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(sleep 300)
)


This section is messed up. it should be:

(Script dormant AIPlace4
(ai_place Oleada4)
(sound_looping_stop levels\Taos\music\round3)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep_until (= (ai_living_count Oleada4) 0) 15)
(sleep 300)
(wake AIPlace5)
)


(Script dormant AIPlace3
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(sleep 300)
(wake AIPlace4)
)

the music should be fine i think. Maybe just play round5's music first then round1's music at round5.

@Dwood
I compiled an sp the other day after putting dormant scripts in instead of one block and it reduced the lag


Georgespartan01
Joined: Nov 1, 2010


Posted: Mar 4, 2011 05:17 PM    Msg. 15 of 19       
Mmmm.... its better! :/ but now, the music problem is not fixed, I was thinking that the script

(sleep_until (= (ai_living_count xxxx) 0) 15)

Is the problem so... here is my new script:


(Script Dormant AIPlace5
(sleep_until (= (ai_living_count Oleada4) 0) 15)
(ai_place Oleada5)
(sound_looping_stop levels\Taos\music\round4)
(sound_looping_start levels\Taos\music\round5 none 1)
)


(Script dormant AIPlace4
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(ai_place Oleada4)
(sound_looping_stop levels\Taos\music\round3)
(sound_looping_start levels\Taos\music\round4 none 1)
(sleep 300)
(wake AIPlace5)
)


(Script dormant AIPlace3
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(sleep 300)
(wake AIPlace4)
)

(script dormant AIPlace2
(ai_place Oleada2)
(sleep_until (= (ai_living_count Oleada1) 0) 15)
(hud_show_motion_sensor false)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep 300)
(Wake AIPLace3)
)

(script dormant AIPlace
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(game_save)
(sleep 300)
(wake AIPlace2)
)



(script startup cutscenes
(player_enable_input 0)
(camera_control 1)
(cinematic_start)
(cinematic_show_letterbox 1)
(sleep 60)
(cinematic_start)
(cinematic_show_letterbox 1)
(camera_set cut1 200)
(sleep 50)
(camera_set cut2 200)
(sleep 50)
(camera_set cut3 200)
(sleep 50)
(camera_set cut4 200)
(sleep 50)
(camera_set cut5 200)
(sleep 50)
(camera_set cut6 200)
(sleep 50)
(camera_set cut7 200)
(sleep 50)
(camera_set cut8 200)
(sleep 50)
(camera_set cut9 200)
(sleep 50)
(camera_set cut10 200)
(sleep 50)
(camera_set cut11 200)
(sleep 50)
(camera_set cut12 200)
(sleep 50)
(camera_control 0)
(cinematic_set_title inicio)
(cinematic_stop)
(sleep 60)
(Wake AIPlace)
)


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Mar 4, 2011 05:38 PM    Msg. 16 of 19       
Quote: --- Original message by: Muscl3r
@Dwood
I compiled an sp the other day after putting dormant scripts in instead of one block and it reduced the lag


Noticed that I said number of scripts running at the same time. And it also depends on the number of script threads at one time as well.

And the fact that if you have (sleep ) sprinkled in there like confetti it will slow the scripts down because you'll be waiting for them to be done before moving to another piece.


Georgespartan01
Joined: Nov 1, 2010


Posted: Mar 4, 2011 06:13 PM    Msg. 17 of 19       
I donīt understand


Muscl3r
Joined: May 22, 2010

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


Posted: Mar 4, 2011 11:38 PM    Msg. 18 of 19       
Quote: --- Original message by: Georgespartan01




(Script dormant AIPlace3
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(ai_place Oleada3)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(sleep 300)
(wake AIPlace4)
)

(script dormant AIPlace2
(ai_place Oleada2)
(sleep_until (= (ai_living_count Oleada1) 0) 15)
(hud_show_motion_sensor false)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep 300)
(Wake AIPLace3)
)

(script dormant AIPlace
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(game_save)
(sleep 300)
(wake AIPlace2)
)



This section is messed up unless you want oleada 1 and 2 to be active at the same time. Fixed script:

(Script dormant AIPlace3
(ai_place Oleada3)
(sleep_until (= (ai_living_count Oleada3) 0) 15)
(sound_looping_stop levels\Taos\music\round2)
(sound_looping_start levels\Taos\music\round3 none 1)
(sleep 300)
(wake AIPlace4)
)

(script dormant AIPlace2
(ai_place Oleada2)
(hud_show_motion_sensor false)
(sleep_until (= (ai_living_count Oleada2) 0) 15)
(sound_looping_stop levels\Taos\music\round1)
(sound_looping_start levels\Taos\music\round2 none 1)
(sleep 300)
(Wake AIPLace3)
)

(script dormant AIPlace
(ai_place Oleada1)
(sound_looping_start levels\Taos\music\round1 none 1)
(sleep_until (= (ai_living_count Oleada1) 0) 15)
(sleep 300)
(wake AIPlace2)
)


@Dwood
k, i misread


Georgespartan01
Joined: Nov 1, 2010


Posted: Mar 5, 2011 02:35 AM    Msg. 19 of 19       
Im sorry but didnīīt work But i figured the problem, The problem is at the begining, where theres no AI and the scripts start to be activated and the music start playing randomly, The problem is on the "slee_UNTIL" Script but I donīt know whats the real issue :S

 

 
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