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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Map exception problem again....

Author Topic: Map exception problem again.... (3 messages, Page 1 of 1)
Moderators: Dennis

game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jul 29, 2012 09:56 AM    Msg. 1 of 3       
My bloodgulch mod works fine, but my xfire friends say it exceptions after about four seconds. Can anybody give tell what can cause an exception? This doesn't make sense.

Check the map here.

To answer a FAQ: Yes, AI don't sync in multiplayer, I know...


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 29, 2012 11:33 AM    Msg. 2 of 3       
Are any new sounds used? Are a lot of ai spawned at one time? Are vehicles spawned that don't belong? What exactly makes this map special?


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Jul 30, 2012 08:50 AM    Msg. 3 of 3       
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

 

 
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