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Author Topic: I need help with a hill capture script... (2 messages, Page 1 of 1)
Moderators: Dennis

tylerp14
Joined: Oct 12, 2010

Ohai der...


Posted: Feb 25, 2012 09:37 PM    Msg. 1 of 2       
I need some help with this hill capture area script for SP.

I got this from iSceny a while back and it worked just fine, but now its not working for some stupid reason...

The error: this is not a valid hud_message name: intelcap)

The script:



(script startup hilltest
(object_create hill)
(activate_team_nav_point_flag default "player" nav_1 .6)
(ai_allegiance human player)
(show_hud_help_text true)
(hud_set_help_text intelcap)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text capp))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap1))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap2))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap3))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap4))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap5))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap6))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap7))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap8))
(sleep 60)
(sleep_until (volume_test_objects hilltrig (players)) 0)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap9))
(sleep 60)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text cap10))
(sleep 60)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text capped))
(sleep 60)
(if (volume_test_objects hilltrig (players)) (hud_set_help_text hell))
(deactivate_team_nav_point_flag player nav_1)
(object_destroy hill)
(sleep 150)
(show_hud_help_text false)
(game_save_totally_unsafe)
(sleep 60)
(ai_place wave1)
(sleep_until (= (ai_living_count wave1) 0))
(sleep 60)
(game_save_totally_unsafe)
)



The .HMT File:


intelcap=>> Secure the marked area
capp=>> Securing point, 0%
cap1=>> Securing point, 10%
cap2=>> Securing point, 20%
cap3=>> Securing point, 30%
cap4=>> Securing point, 40%
cap5=>> Securing point, 50%
cap6=>> Securing point, 60%
cap7=>> Securing point, 70%
cap8=>> Securing point, 80%
cap9=>> Securing point, 90%
cap10=>> Securing point, 100%
capped=>> Successfully Secured!
hell=>> Enjoy your walk into hell...


Can somebody please help me?


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Feb 28, 2012 07:35 AM    Msg. 2 of 2       
You can find even more tutorials like this here
Quote: --- Original message by: Gamma927
HUD Message Text Tutorial
By: Me KS

hud_messages are different from unicode_string_lists that the string list editor saves. These you're going to have to do manually in notepad and compile them with Tool.

First off, in your notepad file, each line will be one hud message. Don't make them too long, as Halo does not clip the message to a new line in-game, and instead it runs off the screen. However, there is a way to make new lines if you really need that much text. It's shown later in the tutorial.

You have to name each message with a name that's easy to remember so you can refer to it in a script, and then directly after the message name, stick an "=" sign and then write the message right after. So, here's an example of a few lines:

vehicle_warning=>> WARNING: Enemies Alerted
crapload=>> Eliminate All Covenant Forces
crapload_1=>> Then Advance Into The Area

You don't have to include the ">>" at the beginning, but it was used for most hud messages and it looks best to have it.

Now, if you find yourself absolutely needing more space than the screen offers for one message, there is a 'new line' character and it looks like this:

|n

Wherever this character is placed, the text after it will be part of a new line on the screen. I doubt it's necessary, but whenever Bungie used this newline character they always put one space before and 4 spaces after it. It's probably for aligning the new line with the first line, so I would do the same. Here's an example from b40's hud_messages (you might not see the 4 spaces, so just quote me to see them):

obj_chasm2=>> Reach the transition to the |n third chasm.

After you have all of the messages you need, save the file in the exact same directory as your scenario is located under the "tags" folder, but in your "data" folder, and you must save it as "hud messages.hmt" without quotes and change the "Encoding" to "Unicode", not the default "ANSI". You will know what I mean when you go to save with Notepad. Tool will not compile correctly unless you do all of these steps.

For example, if your scenario is located in "tags\levels\amazingmap\amazingmap.scenario", then you either have to find "data\levels\amazingmap" or create that directory and then save it there, resulting in the file's path being "data\levels\amazingmap\hud messages.hmt".

Then at this point you're ready to do the tool command hud-messages, which is:

tool hud-messages (path) (scenario name)

So, for the example above, I would type:

tool hud-messages levels\amazingmap amazingmap

because the path to either the scenario or the messages file is the same: "levels\amazingmap" and the scenario name is of course "amazingmap".

It then compiles your hud_messages tag into the tags folder where your scenario is and automatically gives a reference to it from your scenario so you don't have to do it yourself. Then, you're ready to refer to these messages in your script.

=========================

(show_hud_help_text "boolean")

shows or hides the hud help text

"boolean" meaning you can enter "true" or "false", as in "yes" or "no", or you can enter "1" or "0", respectively. When this is turned on, the hud message selected will be constantly displayed, so you should turn it off again when you want it to disappear.

(hud_set_help_text "hud_message")

displays "message" as the help text

This command selects which hud message to be displayed when the command above is set to "true". You use the name of whatever was before the "=" sign for the message you want in the original ".hmt" file you compiled. For example, for this line in the hmt file:

ohcraphelpme=>> You're Screwed, Have Fun

If you want that message, you use this command like so:

(hud_set_help_text ohcraphelpme)

(hud_set_objective_text "hud_message")

sets "message" as the current objective

This command does the same thing as the one above, except it sets the message to be displayed when you hit "Esc" and go to the pause menu under "Objectives".
Edited by Gamma927 on Jan 25, 2012 at 07:07 PM

 

 
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