
forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Jul 3, 2011 11:08 PM
Msg. 1 of 11
Yeah I need someone that is good with scripts to look through this script to find anything unneeded or that doesn't do anything helpful (global "boolean" gravlift_drop_spawn true )
(global "short" gravlift_drop_counter 0 )
(global "short" gravlift_drop_squad_index 2 )
(script static "unit" player0 (unit (list_get (players )0 )))
(script startup banshees (object_create banshee_1) (object_create banshee_2) (ai_place banshee_pilots) (vehicle_load_magic banshee_1 "driver" (ai_actors banshee_pilots/pilots )) (vehicle_load_magic banshee_2 "driver" (ai_actors banshee_pilots/pilots_2 )) (object_teleport banshee_1 banshee_flag_1) (object_teleport banshee_2 banshee_flag_2) (ai_magically_see_encounter banshee_pilots marines_defend) (ai_magically_see_encounter vehicle_ai/squads_block_0 marines_defend) (ai_magically_see_encounter vehicle_ai/squads_block_1 marines_defend) (sleep_until (<= (ai_living_count banshee_pilots) 0)) (sleep 120) (object_destroy banshee_1) (object_destroy banshee_2))
(script continuous smart_ai (sleep_until (<= (ai_living_count marines_defend) 10)) (ai_retreat marines_defend) (sleep_until (<= (ai_living_count marines_defend) 13)) (ai_attack marines_defend) (sleep_until (<= (ai_living_count covenant_attack) 11)) (ai_retreat covenant_attack ) (sleep_until (<= (ai_living_count covenant_attack) 13)) (ai_attack covenant_attack ))
(script startup ai_attack_and_defend (ai_follow_target_ai covenant_attack/squads_block_0 covenant_attack/squads_block_3 ) (ai_follow_target_ai covenant_attack/squads_block_2 covenant_attack/squads_block_0 ) (ai_place marines_defend/start_marines) (ai_place marines_defend/start_odst) (ai_place covenant_attack/squads_block_0) (ai_place covenant_attack/squads_block_3) (ai_place covenant_attack/squads_block_2))
(script continuous AI_drop (sleep_until (<= (ai_living_count marines_defend) 9)) (object_create_anew start_pelican) (unit_set_enterable_by_player start_pelican false) (ai_place marines_defend/marines_dropship_left) (ai_place marines_defend/marines_dropship_right) (vehicle_load_magic start_pelican "driver" (ai_actors marines_defend/marines_dropship_pilot )) (vehicle_load_magic start_pelican "rider" (ai_actors marines_defend/marines_dropship_left )) (vehicle_load_magic start_pelican "rider" (ai_actors marines_defend/marines_dropship_right )) (object_teleport start_pelican begin ) (ai_braindead marines_defend/marines_dropship_right true) (ai_braindead marines_defend/marines_dropship_left true) (recording_play_and_hover start_pelican fly_in ) (sleep (recording_time start_pelican )) (sound_class_set_gain "vehicle" 1 2 ) (vehicle_hover start_pelican true) (vehicle_unload start_pelican "rider" ) (ai_braindead marines_defend/marines_dropship_right false) (ai_braindead marines_defend/marines_dropship_left false) (ai_follow_target_ai marines_defend/marines_dropship_left marines_defend/start_marines) (ai_follow_target_ai marines_defend/marines_dropship_right marines_defend/start_odst) (ai_attack marines_defend/marines_dropship_right) (ai_attack marines_defend/marines_dropship_left) (sleep 120) (vehicle_hover start_pelican false) (recording_play_and_hover start_pelican fly_in_exit ) (sleep (recording_time start_pelican )) (object_destroy start_pelican))
(script continuous gravlift_drop (sleep_until (<= (ai_living_count covenant_attack) 10)) (ai_place covenant_attack/grav_lift_hunters ) (ai_place covenant_attack/grav_lift_elites ) (ai_place covenant_attack/grav_lift_brutes ) (custom_animation_list (ai_actors covenant_attack/grav_lift_hunters )"cinematics\animations\hunter\level_specific\a50\a50" "a50energylift" false ) (custom_animation_list (ai_actors covenant_attack/grav_lift_elites )"cinematics\animations\elite\level_specific\a50\a50" "a50energylift" false ) (custom_animation_list (ai_actors covenant_attack/grav_lift_brutes )"cinematics\animations\elite\level_specific\a50\a50" "a50energylift" false ) (ai_follow_target_ai covenant_attack/grav_lift_hunters covenant_attack/squads_block_3 ) (ai_follow_target_ai covenant_attack/grav_lift_elites covenant_attack/squads_block_0 ) (ai_follow_target_ai covenant_attack/grav_lift_brutes covenant_attack/squads_block_2 ) (ai_follow_target_ai covenant_attack/grav_lift_grunts covenant_attack/grav_lift_elites ) (ai_attack covenant_attack/grav_lift_hunters ) (ai_attack covenant_attack/grav_lift_elites ) (ai_attack covenant_attack/grav_lift_brutes ) (ai_attack covenant_attack/grav_lift_jackals ) (ai_attack covenant_attack/grav_lift_grunts ) (begin_random (if gravlift_drop_spawn (begin (ai_place covenant_attack/grav_lift_grunts ) (custom_animation_list (ai_actors covenant_attack/grav_lift_grunts )"cinematics\animations\grunt\level_specific\a50\a50" "a50energylift" false ) (set gravlift_drop_counter (+ 1 gravlift_drop_counter ))(if (= gravlift_drop_counter gravlift_drop_squad_index )(set gravlift_drop_spawn false ))))(if gravlift_drop_spawn (begin (ai_place covenant_attack/grav_lift_jackals ) (custom_animation_list (ai_actors covenant_attack/grav_lift_jackals )"cinematics\animations\jackal\level_specific\a50\a50" "a50energylift" false ) (set gravlift_drop_counter (+ 1 gravlift_drop_counter ))(if (= gravlift_drop_counter gravlift_drop_squad_index )(set gravlift_drop_spawn false )))))(set gravlift_drop_counter 0 ))
(script startup spawn_vehicle_ai (ai_place vehicle_ai/squads_block_0) (ai_place vehicle_ai/squads_block_1) (object_create wraith) (vehicle_load_magic wraith "driver" (ai_actors vehicle_ai/squads_block_0 )) (vehicle_load_magic shade_1 "gunner" (ai_actors vehicle_ai/squads_block_2 )) (vehicle_load_magic shade_2 "gunner" (ai_actors vehicle_ai/squads_block_1 )) (unit_set_enterable_by_player shade_1 false) (unit_set_enterable_by_player shade_2 false))
(script continuous ai_spawn_inside (if (= (volume_test_object ai_spawn_1 (list_get (players) 0)) true) (begin (ai_place covenant_inside/squads_block_0) (ai_place marines_inside/marines)) (if (= (volume_test_object ai_spawn_2 (list_get (players) 0)) true) (begin (ai_place covenant_inside/squads_block_0) (ai_place marines_inside/marines)) (if (= (volume_test_object ai_spawn_3 (list_get (players) 0)) true) (begin (ai_place covenant_inside/squads_block_0) (ai_place marines_inside/marines)) (if (= (volume_test_object ai_destroy_1 (list_get (players) 0)) true) (begin (ai_erase covenant_inside/squads_block_0) (ai_erase marines_inside/marines)) (if (= (volume_test_object ai_destroy_2 (list_get (players) 0)) true) (begin (ai_erase covenant_inside/squads_block_0) (ai_erase marines_inside/marines))))))))
(script continuous FPS_gain (if (= (volume_test_object ai_spawn_1 (list_get (players) 0)) true) (begin (garbage_collect_now)) (if (= (volume_test_object ai_spawn_3 (list_get (players) 0)) true) (begin (garbage_collect_now)) (if (= (volume_test_object ai_spawn_2 (list_get (players) 0)) true) (begin (garbage_collect_now)))))) Edited by forrestkeller1 on Jul 4, 2011 at 02:46 AM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jul 3, 2011 11:20 PM
Msg. 2 of 11
(script continuous weapons (if (volume_test_object weapon_spawn_1 (unit (list_get (players) 0)) ) (begin (object_create_anew_containing br) (object_create_anew_containing smg) (object_create_anew_containing sniper) (object_create_anew_containing shotgun) (object_create_anew_containing rl) (object_create_anew_containing sl) (object_create_anew_containing ar) (object_create_anew_containing beam) (object_create_anew_containing brute) (object_create_anew_containing carbine) ) ) )
That could help...
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Jul 3, 2011 11:21 PM
Msg. 3 of 11
That is unneeded cause the ) at the end of the if command closes it and the second ) at the end of carbine closes the script but I could use the (begin Edited by forrestkeller1 on Jul 3, 2011 at 11:22 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jul 3, 2011 11:24 PM
Msg. 4 of 11
No, you need it for the (if ), where is (begin (etc) (etc) (etc))
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Jul 3, 2011 11:24 PM
Msg. 5 of 11
Quote: --- Original message by: SlappyThePirate No, you need it for the (if ), where is (begin (etc) (etc) (etc)) Yes I know that, there I edited to have (begin Edited by forrestkeller1 on Jul 3, 2011 at 11:28 PM
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Jul 4, 2011 02:40 AM
Msg. 6 of 11
You obviously didn't know that seeing how you said it was unneeded before.
Anyway, that script doesn't need to be continuous or you'll have weapons constantly being created. What you want (or at least what I'd guess you want based on the context) is the weapons to spawn when the player enters the trigger volume, correct? Just make a startup script with a sleep_until the player gets there, then the rest of the commands can create the weapons. You can also give the weapons a shared naming pattern (e.g. checkpoint_1_ar_1) then use (object_create_anew_containing checkpoint_1) to create them all at once.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Jul 4, 2011 02:42 AM
Msg. 7 of 11
Quote: --- Original message by: The Cereal Killer You obviously didn't know that seeing how you said it was unneeded before.
Anyway, that script doesn't need to be continuous or you'll have weapons constantly being created. What you want (or at least what I'd guess you want based on the context) is the weapons to spawn when the player enters the trigger volume, correct? Just make a startup script with a sleep_until the player gets there, then the rest of the commands can create the weapons. You can also give the weapons a shared naming pattern (e.g. checkpoint_1_ar_1) then use (object_create_anew_containing checkpoint_1) to create them all at once. I removed the weapon part cause for some odd reason they would disappear about 10 or so seconds after they were created so I just went back to using netgame_equipment
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Jul 4, 2011 02:33 PM
Msg. 8 of 11
Oh, yeah if it's set to multiplayer then any weapon tags you spawn will disappear soon. But I don't see why you'd have it set to multiplayer if you're making a campaign mission.
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jul 4, 2011 06:35 PM
Msg. 9 of 11
Quote: --- Original message by: The Cereal Killer Oh, yeah if it's set to multiplayer then any weapon tags you spawn will disappear soon. But I don't see why you'd have it set to multiplayer if you're making a campaign mission. Don't take this the wrong way, but I don't see where he said he was making a campaign mission. I see why you'd think so but remember, this is the guy who made those Battle of Asis MP maps with AI. He'd make a campaign for MP if he could.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Jul 4, 2011 06:51 PM
Msg. 10 of 11
Quote: --- Original message by: jesseQuote: --- Original message by: The Cereal Killer Oh, yeah if it's set to multiplayer then any weapon tags you spawn will disappear soon. But I don't see why you'd have it set to multiplayer if you're making a campaign mission. Don't take this the wrong way, but I don't see where he said he was making a campaign mission. I see why you'd think so but remember, this is the guy who made those Battle of Asis MP maps with AI. He'd make a campaign for MP if he could. I don't remember, I was not a part of Halomaps at that time; but I am aware of those who make MP maps with AI where you may walk about killing them, I just didn't see why it would be necessary to set it to MP, unless it is of course the respawning aspect of which he wishes to take advantage.
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forrestkeller1
Joined: Nov 3, 2007
What? Why am I still here?
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Posted: Jul 4, 2011 11:33 PM
Msg. 11 of 11
Quote: --- Original message by: The Cereal KillerQuote: --- Original message by: jesseQuote: --- Original message by: The Cereal Killer Oh, yeah if it's set to multiplayer then any weapon tags you spawn will disappear soon. But I don't see why you'd have it set to multiplayer if you're making a campaign mission. Don't take this the wrong way, but I don't see where he said he was making a campaign mission. I see why you'd think so but remember, this is the guy who made those Battle of Asis MP maps with AI. He'd make a campaign for MP if he could. I don't remember, I was not a part of Halomaps at that time; but I am aware of those who make MP maps with AI where you may walk about killing them, I just didn't see why it would be necessary to set it to MP, unless it is of course the respawning aspect of which he wishes to take advantage. I wish to take advantage of respawning, not having to use map_name and not having to go through making a script that will make teleporters work in a SP map.
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