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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Need help with scripting :?

Author Topic: Need help with scripting :? (3 messages, Page 1 of 1)
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grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 18, 2012 07:01 PM    Msg. 1 of 3       
So here's what i'm trying to do. I want to make my own version of halo reach assassination. I've got most of it figured out. What i need to know is how to make a script check if you're meleeing a biped, then check if the biped you're meleeing can see you. If you are meleeing and the biped can't see you then it carries out the rest of the script.



The rest of the script: If the circumstances above are correct, then the script loads you into a seat of the biped you're attacking, kills the biped silently (like it would if you punched them in the back) then once your entering animation has been carried out completely, it unloads you.


End result: You melee a biped in the back, said script loads you into the seat of the biped, then the script kills the biped. The bipeds death_hit_back_gut animation is it's side of the assassination, your entrance animation is your side of the assassination. Once your side of the assassination is carried out you are unloaded. BOOM! assassination.


So can someone help me do this? i really don't know where to start.

What i need is a script to check if you're meleeing and if the biped can see you, if that's true then it carries out the rest of the script. then checks if you're loaded into the biped and then waits a certain amount of time and then unloads you. I think i can figure out the way to make it kill the biped silently when you enter it. I think that's it. checks if you're meleeing, checks if the biped can see you, if those are correct then it loads you(kills the biped) and then unloads you after enough time to play your entire entrance animation. the bipeds death animation will be it getting assassinated.



That should be it. thanks in advance.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Apr 18, 2012 07:13 PM    Msg. 2 of 3       
There is no action test for melee, so you have to do 1 of 2 things, either have some invisible testing biped always infront of you who can only be killed by assasination, having its life test melee, then have other scripts to do the actual melee damage and such. Or, have animations, a constant damage effect, and a object to kill.. Have the melee animation move the marker with the damage to the kill objects attachpoint (have the damage only hurt that object's material type, nothing else) When that object is dead, it knows you've preformed a melee and do whatever.

Or, I guess you could made your own custom build of OS to do it.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 18, 2012 09:54 PM    Msg. 3 of 3       
Um, yeah, i don't think i can do open source code...


Edit: Okay, so i rethought my original idea. Could someone tell me how to do it with an action test "E"?


Like you walk up press "E" and it loads you into the bipeds seat and does the rest of the script like it would'v before.

Also: while I've got you here, kirby. Could you give me a script command to attach a named camera point to a biped marker?


Edit2:So I've got these commands together
(sleep_until (volume_test_objects assassin (players)) 0)
(if(and(player_action_test_action) true) vehicle_load_magic assassinbot "driver" (player0))


What i need to know now is how to attach a trigger volume to a biped, and how to set up this script(like how i'm supposed to set the script to wait until you enter the trigger volume to give you the option of pressing "E" then once it gives you the option and you press it, it loads you into the seat) so if i can get that down i'll at least have it closer then i do now :P
Edited by grunt_eater on Apr 21, 2012 at 01:15 AM

 

 
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