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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Placing sound_looping into existing campaign map.

Author Topic: Placing sound_looping into existing campaign map. (9 messages, Page 1 of 1)
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keygenftw
Joined: Feb 2, 2011


Posted: Jun 6, 2012 02:43 AM    Msg. 1 of 9       
Okay, so after a bit of messing around, I was able to convert my wav's into .sounds and then into .sound_looping with appropriate looping points. Now, I would like to place into certain points within the campaign. I assume this will involve Sapien, and that crashes whenever I try to open a campaign .scenario. So yeah. Any level of instruction appreciated (detailed instructions preffered)


keygenftw
Joined: Feb 2, 2011


Posted: Jun 6, 2012 06:59 AM    Msg. 2 of 9       
sorry to be a noob but could i please have step by step instructions on how to do that? thanks


G_Maverick
Joined: Apr 30, 2012

Half the world has an IQ below 100.


Posted: Jun 6, 2012 08:10 AM    Msg. 3 of 9       
Alright, a trigger volume is just a big green box that senses the presence of different objects, including the player. When an object enters a trigger volume, that trigger volume captures the name of that object, and nothing else. It is your job as the scripter to create a conditional statement testing whether or not the specified object is indeed in the list for a certain trigger volume. Caboose shows you how to create that statement, but for example, you have a trigger volume named "checkpoint1" and a .sound_looping named "loopers" located at "tags\music\sound\looper\loopers.sound_looping", then the script would be:

(script startup music_time
(sleep_until (volume_test_objects checkpoint1 (players))15)
(sound_looping_start tags\music\sound\looper\loopers none 1.00)
)


keygenftw
Joined: Feb 2, 2011


Posted: Jun 6, 2012 08:22 AM    Msg. 4 of 9       
okay that helps, so i want to place a sound_looping file as the music for the opening cutscene and gameplay for b30, and i think the trigger volume for the start of the level is 'beach1', but how do i apply a script to the level?


G_Maverick
Joined: Apr 30, 2012

Half the world has an IQ below 100.


Posted: Jun 6, 2012 08:38 AM    Msg. 5 of 9       
If you want to start it from the cutscene, you don't need a trigger volume, you can just start it up in your script:

(script startup music
(sound_looping_start sound\music\looper\loopers none 1.00)
)
Edited by G_Maverick on Jun 6, 2012 at 08:39 AM


keygenftw
Joined: Feb 2, 2011


Posted: Jun 6, 2012 08:47 AM    Msg. 6 of 9       
okay, but where do i type this??????


G_Maverick
Joined: Apr 30, 2012

Half the world has an IQ below 100.


Posted: Jun 6, 2012 08:53 PM    Msg. 7 of 9       
Quote: Quote: --- Original message by: G_Maverick
Alright, a trigger volume is just a big green box that senses the presence of different objects, including the player. When an object enters a trigger volume, that trigger volume captures the name of that object, and nothing else. It is your job as the scripter to create a conditional statement testing whether or not the specified object is indeed in the list for a certain trigger volume. Caboose shows you how to create that statement, but for example, you have a trigger volume named "checkpoint1" and a .sound_looping named "loopers" located at "tags\music\sound\looper\loopers.sound_looping", then the script would be:

(script startup music_time
(sleep_until (volume_test_objects checkpoint1 (unit (list_get (players)) 0)
(sound_looping_start tags\music\sound\looper\loopers none 1.00)
)


FTFY
It doesn't need that part, the compiler writes that in when you compile scripts, whether you want to type that part or not is simply a matter of style, like in C when you use an array as a parameter in a function prototype. You don't need to add "[5]", but you can.

You would put this in a .hsc file and save it to levels\test\<mapname>\scripts\blahblah.hsc.
Edited by G_Maverick on Jun 6, 2012 at 08:55 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 6, 2012 11:27 PM    Msg. 8 of 9       
Quote: --- Original message by: Private Caboose
Quote: --- Original message by: G_Maverick
Alright, a trigger volume is just a big green box that senses the presence of different objects, including the player. When an object enters a trigger volume, that trigger volume captures the name of that object, and nothing else. It is your job as the scripter to create a conditional statement testing whether or not the specified object is indeed in the list for a certain trigger volume. Caboose shows you how to create that statement, but for example, you have a trigger volume named "checkpoint1" and a .sound_looping named "loopers" located at "tags\music\sound\looper\loopers.sound_looping", then the script would be:

(script startup music_time
(sleep_until (volume_test_objects checkpoint1 (unit (list_get (players)) 0)
(sound_looping_start tags\music\sound\looper\loopers none 1.00)
)


FTFY

.. Why do you claim to of fixed something when all you did was break it?... It was perfectly valid before, volume_test_objects; this uses a object_list, and (players) happens to return a object_list of all the players. But now its broken in more ways than one. list_get will get an error, because you only gave it a object_list but not the index to get from that list. The unit will rage because you gave it a object and a short when it only wants a object. The volume_test command is never ended, you left out the ). Same with the sleep_until.


Also, why is this tag inside of <hce>\tags\tags\sound\blah blah? People don't usually have a tags folder inside of their tags folder..


G_Maverick
Joined: Apr 30, 2012

Half the world has an IQ below 100.


Posted: Jun 7, 2012 07:32 AM    Msg. 9 of 9       
Thanks Kirby, if anyone knows about scripting it's you. Yeah, I forgot to remove that "tags" part. I had intended to, but I didn't get around to it.

P.S., saw that script you wrote where everything becomes a vehicle. Genius.

 

 
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