It works fine for me, but exceptions for others.
Map contains:
- Average amount of AI
- IMBroke (or something like that)'s gauss rifle
- Target locator ripped from "Tltest" map
- Halo 3 battle rifle
- CMT's assault rifle from The Truth and Reconciliation
- Bubble shield I ripped from some map I don't remember
- Halo 3 flood carrier form
- CMT's Hunters
- Bourrin's Halo 3 Hunter
- Two wraiths
- Beam rifle I ripped somewhere
- Survival kit I downloaded off of halomaps
- Medkit dispenser I downloaded off of halomaps
Edit: Two pelicans, one that drops you off with Halo 3 sound effect "Cool spawn, bro" and another pelican that drops off marines
Nuke that detonates when a hidden spartan is killed
Halo 2 "Blow me away" plays when a hidden spartan is killed
Here is the script:
(global short number 0)
(global boolean startdropshiptop1 false)
(global short regen_level 0)
(script static unit player0
(unit (list_get (players) 0))
)
(script continuous CMT_healthregen
(set regen_level 2)
(sleep_until (>= (unit_get_shield (player0)) 1))
(sleep 60)
(if (and (> regen_level 0) (>= (unit_get_shield (player0)) 1))
(begin
(if (and (>= regen_level 2) (>= (unit_get_health (player0)) 0.60) (< (unit_get_health (player0)) 1))
(unit_set_current_vitality (player0) (+ (* (unit_get_health (player0)) 75) 3) (* (unit_get_shield (player0)) 100))
(if (and (>= regen_level 2) (>= (unit_get_health (player0)) 0.30) (< (unit_get_health (player0)) 0.66))
(unit_set_current_vitality (player0) (+ (* (unit_get_health (player0)) 75) 3) (* (unit_get_shield (player0)) 100))
(if (and (>= regen_level 1) (> (unit_get_health (player0)) 0) (< (unit_get_health (player0)) 0.33))
(unit_set_current_vitality (player0) (+ (* (unit_get_health (player0)) 75) 3) (* (unit_get_shield (player0)) 100))
)
)
)
)
)
)
(script static void Artillery_drp
(hud_set_help_text "Artillery")
(show_hud_help_text 1)
(hud_set_help_text "Artillery")
(effect_new "weapons\target locator\artillery\elevator\elevator" Artillery)
(effect_new "weapons\target locator\artillery\elevator\elevator" Artillery2)
(sleep 150)
(show_hud_help_text 0)
)
(script static void Aidropoff
(recording_play_and_hover p2 pelicanin2)
(sleep (recording_time p2))
(vehicle_unload p2 "")
(sleep 150)
(ai_command_list Dropship CHARGE!!!!)
(vehicle_hover p2 0)
(recording_play_and_Delete p2 pelicanout2)
(sleep (recording_time p2))
(set startdropshiptop1 true)
)
(script static void top1_round
(set startdropshiptop1 false)
(object_create_anew p2)
(unit_set_enterable_by_player p2 0)
(ai_place Dropship/Droppers)
(sleep_until (= (ai_living_count Dropship) 6))
(vehicle_load_magic p2 P-passenger (ai_actors dropship/droppers))
(vehicle_load_magic p2 p-riderLF (ai_actors dropship/droppers))
(vehicle_load_magic p2 P-passengerR (ai_actors dropship/droppers))
(vehicle_load_magic p2 P-riderRF (ai_actors dropship/droppers))
(Aidropoff)
)
(script continuous Scriptcalling
(sleep_until startdropshiptop1)
(sleep_until (<= (ai_living_count dropship) 0))
(top1_round)
)
(script continuous artillerydropping
(sleep 1800)
(if (>= (real_random_range 0 1) 0.6)
(Artillery_drp)
)
)
(script startup aispawn
(set cheat_infinite_ammo true)
(object_create w1)
(object_create w2)
(ai_set_respawn humans 1)
(ai_set_respawn covenant 1)
(ai_set_respawn flood 1)
(ai_try_to_fight flood covenant)
(ai_try_to_fight humans flood)
(ai_try_to_fight covenant flood)
(ai_force_active humans 1)
(ai_force_active covenant 1)
(ai_force_active flood 1)
(sleep_until (= (list_count (players)) player_spawn_count) 15)
(object_teleport (player0) Player)
(ai_magically_see_encounter "Humans" "Covenant")
(ai_magically_see_encounter "Humans" "Flood")
(ai_magically_see_encounter "Covenant" "Humans")
(ai_magically_see_encounter "Covenant" "Flood")
(ai_magically_see_encounter "Flood" "Covenant")
(ai_magically_see_encounter "Flood" "Humans")
)
(script continuous aienhancements
(sleep_until (= (list_count (players)) player_spawn_count) 15)
(ai_vehicle_enterable_actors "b1" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "b2" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "b3" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "b4" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "h1" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "h2" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "h3" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "h4" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "h5" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "h6" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "g1" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "g2" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "g3" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "g4" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "s1" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "s2" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "s3" "Humans/Vehicle Narbs")
(ai_vehicle_enterable_actors "b1" "Covenant")
(ai_vehicle_enterable_actors "b2" "Covenant")
(ai_vehicle_enterable_actors "b3" "Covenant")
(ai_vehicle_enterable_actors "b4" "Covenant")
(ai_vehicle_enterable_actors "g1" "Covenant")
(ai_vehicle_enterable_actors "g2" "Covenant")
(ai_vehicle_enterable_actors "g3" "Covenant")
(ai_vehicle_enterable_actors "g4" "Covenant")
(ai_go_to_vehicle "Covenant/WraithDriver1" "w1" "")
(ai_go_to_vehicle "Covenant/WraithDriver2" "w2" "")
(ai_vehicle_enterable_actors "w1" "Covenant")
(ai_vehicle_enterable_actors "w2" "Covenant")
)
(script startup musicstart
(sleep_until (unit_get_health Cyborg) 0)
(sound_looping_start sound\halo2\music\ben\ben none 1)
)
(script continuous Wraithrespawn1
(if (= (volume_test_object vehiclerespawn w1) true)
(object_create_anew w1)
)
)
(script continuous Wraithrespawn2
(if (= (volume_test_object vehiclerespawn w2) true)
(object_create_anew w2)
)
)
(script continuous warthogrespawn
(if (= (volume_test_object Vehiclerespawn hog1) true)
(object_teleport "hog1" "Warthog")
)
)
(script continuous meleecheck
(sleep_until (= (unit_get_current_flashlight_state (player0)) true))
(magic_melee_attack)
(sleep_until (= (unit_get_current_flashlight_state (player0)) false))
(magic_melee_attack)
)
(script startup cutscene
(begin
(cinematic_start)
(ai_erase dropship)
(camera_control 1)
(cinematic_set_title ChapterTitle)
(camera_set cut1 100)
(sleep 100)
(effect_new "weapons\target locator\artillery\elevator\elevator" Artillery)
(camera_set cut2 100)
(sleep 50)
(camera_set cut3 100)
(sleep 50)
(camera_set cut4 100)
(sleep 50)
(camera_set cut5 100)
(sleep 100)
(camera_control 0)
(sound_impulse_start "halo reach dialog\coolspawnbro" none 1.00)
(show_hud_help_text 1)
(hud_set_help_text "Spawn")
(cinematic_stop)
(object_create p1)
(vehicle_load_magic p1 p-riderlf (player0))
(ai_erase dropship)
(player_enable_input 0)
(recording_play_and_hover p1 pelicanin)
(sleep (recording_time p1))
(vehicle_unload p1 "")
(show_hud_help_text 0)
(unit_set_enterable_by_player p1 0)
(player_enable_input 1)
(sleep 90)
(vehicle_hover p1 0)
(recording_play_and_delete p1 pelicanout)
(sleep (recording_time p1))
(top1_round)
)
)
(script continuous Nuke
(sleep_until (unit_get_health dbomb) 0)
(sound_impulse_start sound\alarm\raid none 1.00)
(sv_say "Nukes will detonate in 30 seconds")
(sleep 450)
(sv_say "Nukes will detonate in 15 seconds")
(sleep 300)
(sound_impulse_stop sound\alarm\raid)
(sv_say "Nukes will detonate in 5 seconds")
(sleep 150)
(sv_say "Nukes exploding now!")
(sound_impulse_start "sound\dialog\marines\mendoza\conditional\combat2\friendsdying\youdead" none 1.00)
(effect_new "vehicles\fighterbomber\nuke\huge explosion" "Nuke1")
(sleep 150)
(effect_new "vehicles\fighterbomber\nuke\huge explosion" "Nuke2")
(sleep 150)
(effect_new "vehicles\fighterbomber\nuke\huge explosion" "Nuke3")
(sleep 150)
(sv_say "Owned")
(sleep 300)
(object_create_anew dbomb)
)
(script startup banshee
(sleep_until (vehicle_test_seat_list b1 b-driver (ai_actors "Humans/Vehicle Narbs")))
(recording_play b1 "Banshee Humanbase")
)
(script startup warthog
(sleep_until (vehicle_test_seat_list h6 w-driver (ai_actors "Humans/Warthog Marines")))
(recording_play h6 Warthog1)
)
Edited by game user10 on Jul 30, 2012 at 08:53 AM