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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »help with points script

Author Topic: help with points script (8 messages, Page 1 of 1)
Moderators: Dennis

rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Apr 6, 2011 06:15 AM    Msg. 1 of 8       
I am working on a new map that will use that points script as well as waves. Once I get it figured out, I'll send it to you if you still need it.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Apr 6, 2011 06:58 PM    Msg. 2 of 8       
No problem. Although it may be a little while because I still have a long to-do list for this map.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Apr 6, 2011 07:22 PM    Msg. 3 of 8       
Actually I got the mystery box working:
http://www.xfire.com/video/4464f1/ (Video is really dark for some reason)

I still need to fix a few bugs with it, but once I do, you can use it if you want.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Apr 7, 2011 04:48 PM    Msg. 4 of 8       
I would appreciate that because I cannot seem to figure out where the problem is.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 7, 2011 05:10 PM    Msg. 5 of 8       
Create a new unicode string list and reference it in the scenario with Guerilla where it says custom object names.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 8, 2011 01:44 AM    Msg. 6 of 8       
An example of a points script, where my ai encounter is named "enemy" with 10 actors:


(global short points 0)

(script continuous point_setting
(hud_set_timer_time 0 points)
(pause_hud_timer true)
)

(script dormant enemy_scoring
(sleep_until (<= (ai_living_count enemy) 9))
(set points (+ points 1))
(sleep_until (<= (ai_living_count enemy) 8))
etc.
)

(script startup enemy_placement
(ai_place enemy)
(wake enemy_scoring)
)

That would be about the way to do it, you'd have a small script to score each encounter when the main wave control script went on to that encounter.
Edited by The Cereal Killer on Apr 8, 2011 at 12:30 PM
Edited by The Cereal Killer on Apr 10, 2011 at 02:21 AM


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 8, 2011 07:16 AM    Msg. 7 of 8       
http://www.youtube.com/watch?v=C4MAdb5idYg

I made this some time ago; basically its a system where you kill as many grunts as possible within a certain time and at the end of it your HUD would display the number of grunts killed.

Essentially, as many others probably would have pointed out, you need a separate encounter or squad for each individual AI, then have a control script that adds 1 to a variable every time an AI is detected dead and respawns it; at the end of the game the variable is displayed by a corresponding HUD message.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 8, 2011 12:31 PM    Msg. 8 of 8       
Apologies, I left out a command, it's been updated.

 

 
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