
Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 16, 2011 08:35 PM
Msg. 1 of 20
Hello, I am new to this forum and was wondering if anybody could help me with scripting in making my maps.
I was using the air support tutorial and other various tags to try to make a revamped version of the campaign (I am sort of a noob at sapien, but I am learning). However, I am having problems putting a script into the campaign maps.
When I compile a script, it seems to delete all the other scripts that were previously on the map. Ex: enemies on the level wouldn't spawn and no cutscenes, etc.
If you were wondering, I was editing the B30 map (The Silent Cartographer)
Can anybody tell me how I could successfully add this script into this campaign map? I can open the maps and add tags just fine in Sapien. I need to use other people's scripts because I can't make my own due to my lack of knowledge about scripting.
Many thanks to anybody who can help.
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OpsY
Joined: Feb 19, 2007
Frobisher Bay
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Posted: Apr 16, 2011 09:16 PM
Msg. 2 of 20
Can't help there... I know there's some script extractor around but it messes everything up.
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 16, 2011 09:26 PM
Msg. 3 of 20
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 16, 2011 09:37 PM
Msg. 4 of 20
Thank you so much.
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 16, 2011 09:44 PM
Msg. 5 of 20
no problem dude
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 16, 2011 10:07 PM
Msg. 6 of 20
To make sure that I am doing this right, do I just make a folder called scripts in tags\levels\b30 and compile the huge script using sapien?
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Muscl3r
Joined: May 22, 2010
dont pray 4 easy lives...pray to be STRONGER MEN
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Posted: Apr 16, 2011 11:40 PM
Msg. 7 of 20
make a folder called scripts in data\levels\b30
save the script as an hsc file (it should already be one in that download) and chuck it in their. Then go into a sapien and hit compile scripts (under 'file')
Fix any errors then open cmd and type:
tool build-cache-file levels\b30\b30
done
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 17, 2011 12:10 AM
Msg. 8 of 20
Air support tutorial? As in... my little air support tutorial? :'D
Well another thing that intrigues me is that what you intend to do is exactly what I attempted to accomplish as soon as I discovered the method of creating air support. I wanted to have the entire campaign following the normal story, but insert my own instances of airstrikes and such. I never completed my goal, but good luck with yours :D
And yes, do what Muscl3r is saying, just to confirm lol.
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 17, 2011 10:54 AM
Msg. 9 of 20
Precisely Cereal Killers tutorial on air support.
This inspired me to make this available in the regular campaign.
I got everything working just the way I wanted except the marines do not get attached to the pilot seat of the pelican.
Do I have to change the labels to w-driver and w-passenger in guerilla?
Sorry for being a pain in the neck, but I am SO close to getting it to work. I have the command and all the points set up.
I am trying to make a support pelican that circles the island and blows up any enemies. (just sounded cool lol)
BTW I got the script to compile properly. When I press the flashlight key, the pelican and the marines spawn. (but they aren't in the driver's seat so nobody is flying it) Edited by Eternal Flame on Apr 17, 2011 at 10:56 AM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 17, 2011 11:23 AM
Msg. 10 of 20
Are you using the default pelican or another pelican? But yes, change the seat label of the pilot seat to W-driver
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 17, 2011 11:32 AM
Msg. 11 of 20
The pelican from hugeass.
I changed the labels so lets see where that goes.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 17, 2011 11:46 AM
Msg. 12 of 20
Also ensure that "AI driver enabled" and "AI driver can-sidestep" are checked and everything else is unchecked.
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 17, 2011 12:18 PM
Msg. 13 of 20
Alright, I got them into the pelican and they shoot.
The ONLY problem remaining is that the pelican doesn't want to follow the command it is given.
As soon as it spawns, it hovers above and starts barraging the enemies as it should, but it doesn't move and very slowly descends down till it touches the ground.
This is the final problem I have. Just one more step.
I wouldn't have gotten this far without you guys. Thanks for everything.
:D
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 17, 2011 12:48 PM
Msg. 14 of 20
Sounds like the "ai driver flying" flag is unchecked; it's the flag that allows them to move forward in the vehicle (even in ground vehicles, oddly).
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 17, 2011 01:02 PM
Msg. 15 of 20
From experience, the AI driver flying flag causes the AI to keep moving forward. Although this will cause the AI to fly the pelican, it's unlikely that it'll adhere to the command list. In warthog tests with command lists, the AI driver flying flag causes the AI to drive wildly, completely abandoning the command list. http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=22698
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 17, 2011 01:09 PM
Msg. 16 of 20
Ok I think my problem was that I didn't set the radius for the points in the command list.
If the AI driver flying is checked then they just drive into enemies.
I will give that a try.
EDIT: Ya, I can make it stay still, but not follow the command.
That's fine for now.
Edited by Eternal Flame on Apr 17, 2011 at 01:33 PM
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 17, 2011 01:14 PM
Msg. 17 of 20
Gamma, yes warthogs will do that. Air vehicles are totally different though, and they will most certainly follow the command list (given that their speed fraction is set to a mildly lower than normal amount). Trust me, I literally wrote the book on this ;D
And unfortunately your only choices are 1. not moving (if the flag is unchecked) or 2. constantly moving (if the flag is checked). Just have to chalk it up to AI in a 2001 game :P Edited by The Cereal Killer on Apr 17, 2011 at 01:15 PM
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Eternal Flame
Joined: Apr 16, 2011
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Posted: Apr 17, 2011 02:04 PM
Msg. 18 of 20
Now I am going to figure out how to make one spawn if I touch a device switch.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 17, 2011 03:08 PM
Msg. 19 of 20
Replace the flashlight clause with (= (device_get_position DEVICECONTROL) 1)
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Apr 17, 2011 03:27 PM
Msg. 20 of 20
Quote: --- Original message by: Eternal Flame If the AI driver flying is checked then they just drive into enemies.
On the command list, be sure that the flags for "allow initiative" and "allow targeting" are both unchecked, and be sure that the flag "disable looking" is checked. Also if you have Xfire, add me and I can offer you help in real-time: cerealkillingincorporated Edited by The Cereal Killer on Apr 17, 2011 at 03:32 PM
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