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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »i need help with a script.

Author Topic: i need help with a script. (18 messages, Page 1 of 1)
Moderators: Dennis

thescenmapper
Joined: Sep 9, 2011


Posted: Oct 2, 2011 01:29 PM    Msg. 1 of 18       
i have a simple script. when i try to compile the scenario it says me: the left parentesis is unmatched.: (script startup ANYNAME


here the script:

(script startup ANYNAME
(vehicle_load_magic hoverik "" (ai_actors haha/hihi))


Pepzee
Joined: Sep 9, 2010

Retired Halo Modder


Posted: Oct 2, 2011 01:52 PM    Msg. 2 of 18       
Here:

(script startup ANYNAME
(vehicle_load_magic hoverik "" (ai_actors haha/hihi)))

Just add an extra parenthesis at the end.
Edited by Pepzee on Oct 2, 2011 at 03:00 PM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Oct 2, 2011 05:52 PM    Msg. 3 of 18       
i don't have that error but my ai dont wanna sit in the hog. any fix ?


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Oct 2, 2011 11:50 PM    Msg. 4 of 18       
Quote: --- Original message by: NOBLE_X6
i don't have that error but my ai dont wanna sit in the hog. any fix ?


Check if the AI has animations to enter the hog.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Oct 24, 2011 01:47 PM    Msg. 5 of 18       
Quote: --- Original message by: Sciophobiaranger

Quote: --- Original message by: NOBLE_X6
i don't have that error but my ai dont wanna sit in the hog. any fix ?


Open the hog tag, go down to seats, and if you want one ai as passenger type

(Vehicle_load_magic vehicle "w-passenger" (ai_actors warthog/passenger))

http://img690.imageshack.us/img690/4061/examplemm.png

http://img690.imageshack.us/img690/4061/examplemm.png


(script startup ai
(Vehicle_load_magic vehicle "w-gunner" (ai_actors warthog/passenger))
)
Edited by Sciophobiaranger on Oct 3, 2011 at 03:54 PM
Edited by Sciophobiaranger on Oct 3, 2011 at 04:00 PM



heres a script section for a sp i am working on that includes this type of thing you are doing.



(sleep_until (= (ai_living_count bk3) 0) 15)
(sound_looping_stop per)
(object_create pelican_a)
(object_create ext_a_pelican_jeep)
(sound_impulse_start tmt\sounds\dialog\area\secure none 1)
(unit_enter_vehicle ext_a_pelican_jeep pelican_a cargo)
(ai_place bk2)
(vehicle_load_magic ext_a_pelican_jeep "w-passenger" (ai_actors bk2/1))
(vehicle_load_magic ext_a_pelican_jeep "w-gunner" (ai_actors bk2/2))

(recording_play pelican_a ext_a_pelican_in)
(sleep
(recording_time pelican_a))
(unit_exit_vehicle ext_a_pelican_jeep)
(vehicle_unload pelican_a P-riderLM)
(vehicle_unload pelican_a P-riderRF)
(vehicle_load_magic pelican_A "p-riderrf" (ai_actors marine1/3))
(recording_play_and_delete pelican_a ext_a_pelican_out)
Edited by Sciophobiaranger on Oct 3, 2011 at 04:07 PM

Great ! , i don't what i see but says in the 10th line (recording_play pelican_a ext_a_pelican_in) is that a movie recording ?


thescenmapper
Joined: Sep 9, 2011


Posted: Dec 5, 2011 12:30 PM    Msg. 6 of 18       
A question: how to make checkpoints in sapien in a campaign level?


test01
Joined: Sep 29, 2011


Posted: Dec 14, 2011 04:40 AM    Msg. 7 of 18       
no. it's a recording for the actual pelican dropship flying in. Like at the start of the silent cartographer those two pelicans are playing recorded animations to fly to the beach

@thescenmapper make a new topic for that
Edited by test01 on Dec 14, 2011 at 04:41 AM


Muscl3r
Joined: May 22, 2010

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


Posted: Dec 14, 2011 06:05 PM    Msg. 8 of 18       
Quote: --- Original message by: thescenmapper
A question: how to make checkpoints in sapien in a campaign level?

(game_save)
saves the game if it is safe to save

or

(game_save_no_timeout)
keeps cheking until it is safe then saves the game

or

(game_save_totally_unsafe)
saves the game regardless of the situation


whichever suits your needs


thescenmapper
Joined: Sep 9, 2011


Posted: Jan 3, 2012 12:28 PM    Msg. 9 of 18       
I have this problem with a script:

i saved it in a folder called "scripts" in the scenario folder, well. I go on sapien, i click "compile scripts", WELL. scripts successifull compiled. I open this scenario with guerrilla and there isn't any script! when i compile the map and i play the game the script don't work . why?

the script is this:

(script startup theret
(vehicle_load_magic mp_warthog "W-driver" (ai_actors fred bandana/fred bandana)))

say me what i did of wrong.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 3, 2012 02:04 PM    Msg. 10 of 18       
Quote: --- Original message by: thescenmapper
I have this problem with a script:

i saved it in a folder called "scripts" in the scenario folder, well. I go on sapien, i click "compile scripts", WELL. scripts successifull compiled. I open this scenario with guerrilla and there isn't any script! when i compile the map and i play the game the script don't work . why?

the script is this:

(script startup theret
(vehicle_load_magic mp_warthog "W-driver" (ai_actors fred bandana/fred bandana)))

say me what i did of wrong.


hey the script folder is wrong, you need to create the script folder in data folder


Muscl3r
Joined: May 22, 2010

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


Posted: Jan 3, 2012 04:24 PM    Msg. 11 of 18       
Yeah save it in data/levels/LEVEL/scripts
You have to make the scripts folder


thescenmapper
Joined: Sep 9, 2011


Posted: Jan 4, 2012 09:26 AM    Msg. 12 of 18       
now, i have another problem. The script works. the dumbee stick figure is on the warthog, nut i gave at him the commands of goto point 0, 1, 2 ,3 ,4, 5, 6, 7, 8 and keep moving. BUT IT DON?T Move! he stay in the warthog and watch me with a dumbee face and don't move. WHAT I DID OF WRONG?
Edited by thescenmapper on Jan 4, 2012 at 10:15 AM


Muscl3r
Joined: May 22, 2010

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


Posted: Jan 5, 2012 03:11 AM    Msg. 13 of 18       
Sounds like you need to change a few things in guerilla to enable ai to drive the hog.

Open the vehicle tag in guerilla scroll to the bottom and change the appropriate sections to this:



and this:




and make sure you script the command:

(ai_command_list <ai> <cimmand list>)


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jan 5, 2012 05:42 AM    Msg. 14 of 18       
I thought you had to uncheck "ai driver unused"?


thescenmapper
Joined: Sep 9, 2011


Posted: Jan 5, 2012 01:19 PM    Msg. 15 of 18       
what i hae to put in the <ai> ? the squad? the encounter block?


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Jan 6, 2012 12:25 AM    Msg. 16 of 18       
Quote: --- Original message by: Muscl3r
Sounds like you need to change a few things in guerilla to enable ai to drive the hog.

Open the vehicle tag in guerilla scroll to the bottom and change the appropriate sections to this:

(pics)

and make sure you script the command:

(ai_command_list <ai> <command list>



IIRC, "ai unused" should be unchecked, and "ai driver can-sidestep" should be checked as well.


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jan 6, 2012 06:21 AM    Msg. 17 of 18       
Quote: --- Original message by: thescenmapper
what i hae to put in the <ai> ? the squad? the encounter block?


The encounter, but you can also specify the squad like this:

(ai_command_list "Encountername/Squadname" "Commandlisthere")


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 8, 2012 11:33 AM    Msg. 18 of 18       
the "AI Pathfind" add the number on world units

 

 
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