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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How to make a firefight map

Author Topic: How to make a firefight map (8 messages, Page 1 of 1)
Moderators: Dennis

LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: May 1, 2011 08:25 PM    Msg. 1 of 8       
what scripts , and other features for a firefight like fissure fall firefight
thanks for your attention


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: May 1, 2011 08:40 PM    Msg. 2 of 8       
you place a bunch of random ai everywhere with no logic in it at all and then go (ai_place randomblahblah) at least thats what pretty much what all the firefights are
Edited by MatthewDratt on May 1, 2011 at 08:43 PM


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: May 1, 2011 08:44 PM    Msg. 3 of 8       
o ok i will try it tomorrow,i will reply again if something happens


TauSigmaNova
Joined: Jan 31, 2011

If love is blind, I guess I'll buy myself a cane


Posted: May 1, 2011 08:52 PM    Msg. 4 of 8       
Quote: --- Original message by: MatthewDratt

you place a bunch of random ai everywhere with no logic in it at all and then go (ai_place randomblahblah) at least thats what pretty much what all the firefights are
Edited by MatthewDratt on May 1, 2011 at 08:43 PM


Quote:
o ok i will try it tomorrow,i will reply again if something happens
Quote:

LOLOLOLOLOLOLOLOLOLOLOL
PROBLEM?


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: May 2, 2011 09:42 PM    Msg. 5 of 8       
Quote: --- Original message by: MatthewDratt

you place a bunch of random ai everywhere with no logic in it at all and then go (ai_place randomblahblah) at least thats what pretty much what all the firefights are
Edited by MatthewDratt on May 1, 2011 at 08:43 PM


Well at least for now. Just wait until we have some people making firefights how know how to design and make decent encounters. (me and other people who make good encounters and like firefight :D)

Quote: what scripts , and other features for a firefight like fissure fall firefight


well, (ai_place)
(sleep_until ai_living_count (enounter here) 0)15))

[i just wrote the second one from memory, probably inaccurate]
Edited by Xoronatus on May 2, 2011 at 09:42 PM
Edited by Xoronatus on May 2, 2011 at 09:43 PM


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: May 2, 2011 09:44 PM    Msg. 6 of 8       
Quote: --- Original message by: spartin115
Due to the number of people making firefights with bad scripts, I have decided to release the script.

(global short lives 7)

(global boolean load_available true)

(global boolean ar false)

(global boolean ma5k false)

(global boolean firefighter false)

(global short points1 0)

(global short loadout 0)

(global boolean set_compleat true)

(global boolean started false)

(global boolean chosen false)

(global short wave 9)

(script continuous gameover
(if (= lives 0) (game_lost))
)


(script continuous randomrange
(sleep_until (= set_compleat true)(set wave (random_range 0 6)))
(sleep 180)
)

(script continuous seting
(hud_set_timer_time lives points1)
(pause_hud_timer true)
)

(script startup loadoutset
(sleep_until (= load_available false))
(if (= loadout 0) (player_add_equipment (unit (list_get (players) 0)) loadout1 true))
(if (= loadout 1) (player_add_equipment (unit (list_get (players) 0)) loadout2 true))
(player_enable_input false)
(fade_in 0 0 0 15)
(show_hud_help_text true)
(hud_set_help_text test)
(sound_impulse_start dp444\sound\dialogue\microsoft_sam\sound_test_announcement none 1.00)
(sleep 60)
(sound_impulse_start spartin115\firefight\firefight none 1.00)
(sleep 60)
(sound_impulse_start spartin115\firefight\lives_added none 1.00)
(sleep 60)
(sound_impulse_start spartin115\firefight\wepon_drop none 1.00)
(sleep 60)
(sound_impulse_start spartin115\firefight\round_compleat none 1.00)
(sleep 60)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(sleep 60)
(player_enable_input true)
(show_hud_help_text false)
(hud_set_timer_position 0 0 bottom_right)
(pause_hud_timer true)
(show_hud_timer true)
(sleep 60)
(sound_impulse_start spartin115\firefight\firefight none 1.00)
(show_hud_help_text true)
(hud_set_help_text fire)
(hud_set_objective_text fire)
(sleep 60)
(show_hud_help_text false)
(set set_compleat true)
(set started true)
)

(script continuous life_lost
(set cheat_deathless_player true)
(sleep_until (<= (unit_get_health (unit (list_get (players) 0))) 0.01) 1)
(player_enable_input false)
(fade_out 1 0 0 60)
(sleep 60)
(set lives (- lives 1))
(object_teleport (unit (list_get (players) 0)) hide)
(fade_in 0 0 0 60)
(set load_available true)
(sleep_until (= load_available false))
(object_teleport (unit (list_get (players) 0)) spawn)
(object_create_anew skull)
(object_teleport skull spawn)
(player_add_equipment (unit (list_get (players) 0)) ball false)
(sleep 30)
(player_add_equipment (unit (list_get (players) 0)) none true)
(sleep 30)
(if (= loadout 0) (player_add_equipment (unit (list_get (players) 0)) loadout1 true))
(if (= loadout 1) (player_add_equipment (unit (list_get (players) 0)) loadout2 true))
(object_create_anew skull)
(fade_in 0 0 0 60)
(player_enable_input true)
(sleep 10)
(object_create_anew skull)
)




(script continuous bob
(if (= load_available true)
(begin
(show_hud_help_text true)
(hud_set_help_text loadouts)
(player_action_test_reset)
(camera_control 1)
(camera_set loadouts_cam 10)
(sleep_until (or (player_action_test_action) (player_action_test_zoom) (player_action_test_jump)))
(if (player_action_test_action)
(begin
(set loadout 0)
(set load_available false)
(show_hud_help_text false)
(fade_out 0 1 0 15)
(sleep 15)
(camera_control 0)
(player_action_test_reset))
)
(if (player_action_test_zoom)
(begin
(set loadout 1)
(set load_available false)
(show_hud_help_text false)
(fade_out 0 1 0 15)
(sleep 15)
(camera_control 0)
(player_action_test_reset)
)))))

(script continuous set_1
(sleep_until (= started 1))
(if (or (= wave 2) (= wave 3))(begin
(if (= (ai_strength wave_6) 0)(begin
(set set_compleat 0)
(sleep 60)
(ai_place wave_1)
(ai_magically_see_players wave_1)
(sleep_until (= (ai_strength wave_1) 0))
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_2)
(ai_magically_see_players wave_2)
(sleep_until (= (ai_strength wave_2) 0))
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_3)
(ai_magically_see_players wave_3)
(sleep_until (= (ai_strength wave_3) 0))
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_4d)
(ai_magically_see_players wave_4d)
(ai_place wave_4)
(ai_magically_see_players wave_4)
(sleep_until (= (ai_strength wave_4) 0))
(sleep_until (= (ai_strength wave_4d) 0))
(sound_looping_start spartin115\sound\muisc\odst\finale\finale none 1)
(sound_looping_set_scale spartin115\sound\muisc\odst\finale\finale 0.7)
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_5)
(ai_magically_see_players wave_5)
(sleep_until (= (ai_strength wave_5) 0))
(sleep 10)
(sound_looping_set_scale spartin115\sound\muisc\odst\finale\finale 0.4)
(sound_looping_stop spartin115\sound\muisc\odst\finale\finale)
(sleep 30)
(sound_impulse_start spartin115\firefight\round_compleat none 1)
(sleep 60)
(if (< lives 14) (sound_impulse_start spartin115\firefight\lives_added none 1))
(if (< lives 14) (set lives (+ lives 2)))
(if (< lives 14) (sleep 60))
(sound_impulse_start spartin115\firefight\wepon_drop none 1)
(sleep 60)
(object_create_anew_containing gun)
(garbage_collect_now)
(sleep 300)
(set wave 9)
(set set_compleat 1))
))))


(script continuous set_2
(sleep_until (= started 1))
(if (or (= wave 4) (= wave 5))(begin
(if (= (ai_strength wave_1) 0)(begin
(set set_compleat 0)
(sleep 60)
(ai_place wave_6)
(ai_magically_see_players wave_6)
(sleep_until (= (ai_strength wave_6) 0))
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_7)
(ai_magically_see_players wave_7)
(sleep_until (= (ai_strength wave_7) 0))
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_8)
(ai_magically_see_players wave_8)
(sleep_until (= (ai_strength wave_8) 0))
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_9)
(ai_magically_see_players wave_9)
(sleep_until (= (ai_strength wave_9) 0))
(sound_looping_start spartin115\sound\muisc\odst\finale\finale none 1)
(sound_looping_set_scale spartin115\sound\muisc\odst\finale\finale 0.7)
(garbage_collect_now)
(sound_impulse_start sound\dialog\halo_reach_dialog\reinforcements none 1.00)
(ai_place wave_10)
(ai_magically_see_players wave_10)
(sleep_until (= (ai_strength wave_10) 0))
(sleep 10)
(sound_looping_set_scale spartin115\sound\muisc\odst\finale\finale 0.4)
(sound_looping_stop spartin115\sound\muisc\odst\finale\finale)
(sleep 30)
(sound_impulse_start spartin115\firefight\round_compleat none 1)
(sleep 60)
(if (< lives 14) (sound_impulse_start spartin115\firefight\lives_added none 1))
(if (< lives 14) (set lives (+ lives 2)))
(if (< lives 14) (sleep 60))
(sound_impulse_start spartin115\firefight\wepon_drop none 1)
(sleep 60)
(object_create_anew_containing gun)
(garbage_collect_now)
(sleep 300)
(set wave 9)
(set set_compleat 1))
))))

http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=37385
A more complex firefight script, could be useful if you know what your doing.
Edited by pepzee on May 2, 2011 at 09:46 PM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: May 2, 2011 09:49 PM    Msg. 7 of 8       
Just rip it and recompile the map.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: May 6, 2011 01:04 AM    Msg. 8 of 8       
No flood firefight yet huh?

 

 
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