
MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 09:42 AM
Msg. 1 of 29
Hey, guys, I have a script I want to use in a firefight map to make wave spawns and reinforcements, but it is not recognizing the squads in sapien. Also, the CMT SPV3 brute and elite tags will not add to the map, only the ODSTs.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 10:19 AM
Msg. 2 of 29
Quote: --- Original message by: Private Caboose For help, it's smarter to show us the script. Most likely you're using the wrong slash when defining a squad. OH, yes, sorry. I should have posted them. Here is the scripts I am using. (script static void round1 (begin (ai_place light) (ai_place wave1) (sleep_until (<= (ai_living_count wave_1) 0)) (ai_place wave2) (ai_place medium) (sleep_until (<= (ai_living_count wave2) 0)) (ai_place wave3) (ai_place heavy) ) ) (script continuous round_control (begin (game_difficulty_set normal) (round1) (game_difficulty_set hard) (round1) (game_difficulty_set insane) (round1) (sv_end_game) ) ) Edited by MrCool on Aug 24, 2012 at 10:22 AM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 10:56 AM
Msg. 3 of 29
Actually,I would say that you should not use 2 )'s at the end of each script.Just one. The second script doesn't make any sense to me. The first script's type should probably be dormant,not static.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 11:05 AM
Msg. 4 of 29
The second script makes the round start all over again three times, each times increasing difficulty. And, thanks for the tip. EDIT:Sapien keeps saying that all of the ai are not valid squads or encounters. After it did that for awhile, I uninstalled halo editing kit and reinstalled, with a fresh set of tags, and it still won't work. I am using cmt ODSTs and cmt flood bipeds. Edited by MrCool on Aug 24, 2012 at 11:12 AM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 11:08 AM
Msg. 5 of 29
Eh,that sounds like something you shouldn't do for just one round.Maybe you should increase difficulty to heroic for round 2 then increase difficulty to legendary for round 3. Like this! Round1-Normal Round2-Heroic Round3-Legendary Round4-Normal? ... Edited by Dumb AI on Aug 24, 2012 at 11:09 AM
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 11:13 AM
Msg. 6 of 29
Quote: --- Original message by: MrCool
The second script makes the round start all over again three times, each times increasing difficulty. And, thanks for the tip. EDIT:Sapien keeps saying that all of the ai are not valid squads or encounters. After it did that for awhile, I uninstalled halo editing kit and reinstalled, with a fresh set of tags, and it still won't work. I am using cmt ODSTs and cmt flood bipeds. Edited by MrCool on Aug 24, 2012 at 11:12 AM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 11:20 AM
Msg. 7 of 29
Why do most people use CMT tags?They're good and awesome but seriously,overused.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 11:24 AM
Msg. 8 of 29
I also use h3 bipeds, like mostly ODSTs, but if I had time and skills, that I don't have, I would make my own. I am terrible at models. So, anyhow, why won't sapien recognize the squads from the script? The squads are in the game. It only recognizes the encounters. Only two encounters, by the way. Edited by MrCool on Aug 24, 2012 at 11:24 AM
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Aug 24, 2012 11:25 AM
Msg. 9 of 29
Is this for MP or SP? Game_difficulty_set will not take effect until the map is reloaded, and only works in SP anyway. Also, simplify your scripts. Stick the encounter process in the continuous script if you're gonna have it loop.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 11:27 AM
Msg. 10 of 29
It is an sp map, and I did try to put it in the continuous script, but it still won't work. Weird.
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Aug 24, 2012 11:51 AM
Msg. 11 of 29
Alright, since I'm on my laptop now I can try to help out a bit better: First of all, you don't need to use (begin commands in every script. They are pretty much only used after (if commands and when you are doing multiple actions under that (if command. The static void script is useless, and is better integrated into the main continuous script you have running. Also, because you cannot up the difficulty without restarting the map afterwards, I recommend creating separate encounters for difficulty increase. Thus, the product would look something like this: (script continuous round_control (ai_place light-norm) (ai_place wave1-norm) (sleep_until (<= (ai_living_count wave1-norm) 0)) (ai_place wave2-norm) (ai_place medium-norm) (sleep_until (<= (ai_living_count wave2-norm) 0)) (ai_place wave3-norm) (ai_place heavy-norm) (ai_place light-hard) (ai_place wave1-hard) (sleep_until (<= (ai_living_count wave1-hard) 0)) (ai_place wave2-hard) (ai_place medium-hard) (sleep_until (<= (ai_living_count wave2-hard) 0)) (ai_place wave3-hard) (ai_place heavy-hard) (ai_place light-imp) (ai_place wave1-imp) (sleep_until (<= (ai_living_count wave1-imp) 0)) (ai_place wave2-imp) (ai_place medium-imp) (sleep_until (<= (ai_living_count wave2-imp) 0)) (ai_place wave3-imp) (ai_place heavy-imp) (cinematic_set_title end_game) ) Also, sv_end_game is a multiplayer server thing. It would be better to display a title through hud-messages or cinematic titles. I replaced your command with a cinematic title, as seen above. You also had the check for the ai_living_count say wave_1, while the encounter name was wave1. This was also edited. Now I don't know why you want to loop it like this, but I kept it a continuous script like you had. I would recommend using a startup script instead, and follow the linear progression of the encounters, whilst then looping a certain end portion through a continuous script that is activated by a global set at the end of the startup script. That is how my map, Firefight-Descent, works. Edited by MoooseGuy on Aug 24, 2012 at 11:52 AM
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 12:02 PM
Msg. 12 of 29
Thanks, MooseGuy. That is what I had in mind. The light, medium, and heavy are the ODSTs helping you, so you don't really need to change them. The waves are squads, would that work?
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MoooseGuy
Joined: Aug 10, 2008
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Posted: Aug 24, 2012 12:07 PM
Msg. 13 of 29
If you're using squads, make sure you reference them correctly and check them right.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 12:09 PM
Msg. 14 of 29
Oh, yes, I did, but it won't pick them up. I need the ODSTs to be in a squad, because the ODSTs follow the player around.
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 12:30 PM
Msg. 15 of 29
Why not just reference the entire encounter?Just make the entire group follow the player around. Edited by Dumb AI on Aug 24, 2012 at 12:30 PM
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 12:34 PM
Msg. 16 of 29
Well, that wouldn't work out too well. It would spawn like 20 odsts. And 300 flood. That would suck.
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 12:37 PM
Msg. 17 of 29
Just make each squad have like 1 guy in it.1 "squad" for every ODST.Trust me,it works really good for your purposes.No mucking around with squad references.If you want 3 ODST's,make 3 squads that only spawn 1 AI bot. Edited by Dumb AI on Aug 24, 2012 at 12:38 PM Edited by Dumb AI on Aug 24, 2012 at 12:38 PM
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 12:39 PM
Msg. 18 of 29
yes, but then you would have to make firing positions for every one of them. That would take too long, then also I would have to do that for the flood. I just really need the squads to work. EDIT: If this helps guys, here is the debug [coagfire2 line 1] this left parenthesis is unmatched.: (script startup round_control [coagfire2 line 5] this is not a valid ai encounter or squad.: light) recompiling scripts after scenarios were merged. [coagfire2 line 1] this left parenthesis is unmatched.: (script startup round_control
Edited by MrCool on Aug 24, 2012 at 12:43 PM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 01:10 PM
Msg. 19 of 29
Do that for the ODST's,not the Flood.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 24, 2012 03:07 PM
Msg. 20 of 29
Okay, so I did everything Dumb AI and Moose told me to, and it compiles great and everything, but when I play it, it causes an exception. I will try not to bother you again. Also, just to make sure, how do you define a squad? Edited by MrCool on Aug 24, 2012 at 03:09 PM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 24, 2012 03:44 PM
Msg. 21 of 29
Check your globals.Make sure you have 16 weapons slots and 6 vehicle slots.Doesn't need to be filled with a weapon,it can be blank.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 27, 2012 11:33 AM
Msg. 22 of 29
It has everything in globals. Do you think that it could be the cmt stuff? Also, does it have to be the weapons on the map? Edited by MrCool on Aug 27, 2012 at 11:35 AM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 27, 2012 11:48 AM
Msg. 23 of 29
I don't think it matters.
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 27, 2012 12:50 PM
Msg. 24 of 29
Why I am asking if it is the cmt stuff is because I overwrote my cmt tags with the new cmt ones, from spv3. I had spv2 ones initially. The map plays fine in Sapien, so what could be wrong with it? Edited by MrCool on Aug 27, 2012 at 12:52 PM
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Dumb AI
Joined: Sep 18, 2011
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Posted: Aug 27, 2012 04:00 PM
Msg. 25 of 29
Well,have you tried checking the map type?
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 28, 2012 11:23 AM
Msg. 26 of 29
Yes, I also erased all of the netgame equipment and netgame flags. I also checked every actor varient, biped, and weapon to see if they had valid references. I also uninstalled opensauce, hek, and hce. I did not reinstall open sauce.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 28, 2012 11:53 AM
Msg. 27 of 29
DO NOT EVER DELETE THE NETGAME FLAGS!Only do it if you're going to make new ones.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Aug 29, 2012 12:28 AM
Msg. 28 of 29
Quote: --- Original message by: Dumb AI DO NOT EVER DELETE THE NETGAME FLAGS!Only do it if you're going to make new ones. I've never had any issues with deleting the Net game flags It's most likely the cmt tags, I've heard of people having issues with the brutes and hunters animations being. Corrupted Edited by killzone64 on Aug 29, 2012 at 12:31 AM
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MrCool
Joined: Aug 17, 2012
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Posted: Aug 29, 2012 11:16 AM
Msg. 29 of 29
Well, the only ones that I am using from cmt are the odst bipeds from SPV3 and the SPV2 cancelled flood. It is not my hardware, because I tried it on my other PC and it did not work either. It worked once on the other PC, which has a great graphics card, but after the first time, it caused an exception.EDIT: I have another problem. I got a lot of scripts working in the map. YAY!!! And MooseGuy, awesome firefight map! But, sadly, I am having n00b problems again. here is the script Sapien doesn't like. (script static void round_control (units_set_desired_flashlight_state (ai_actors odst) true) (object_create holostart) (activate_team_nav_point_flag default player startgame 2.8) (sleep_until (= (device_get_position holostart) 1) ) (deactivate_team_nav_point_flag player startgame) (object_destroy holostart) (object_create h1) (object_create h2) (object_create h3) (object_create h4) (ai_place odst) (cinematic_set_title round1) (cinematic_set_title wave1) (wave1) (sleep_until (wave1)) (cinematic_set_title wave2) (wave2) (sleep_until (wave2)) (cinematic_set_title wave3) (wave3) (sleep_until (wave3)) (cinematic_set_title roundover) (rrestart) (cinematic_set_title round2) (cinematic_set_title wave1) (wave1) (wave1) (sleep_until (wave1)) (cinematic_set_title wave2) (wave2) (wave1) (sleep_until (wave2)) (cinematic_set_title wave3) (wave3) (wave1) (sleep_until (wave3)) (cinematic_set_title roundover) (rrestart) (cinematic_set_title round3) (cinematic_set_title wave1) (wave1) (wave2) (sleep_until (wave1)) (cinematic_set_title wave2) (wave2) (wave2) (sleep_until (wave2)) (cinematic_set_title wave3) (wave3) (wave2) (sleep_until (wave3)) (cinematic_set_title roundover) (rrestart) (cinematic_set_title bonusround) (bonus) (cinematic_set_title round4) (cinematic_set_title wave1) (wave1) (wave3) (sleep_until (wave1)) (cinematic_set_title wave2) (wave2) (wave3) (sleep_until (wave2)) (cinematic_set_title wave3) (wave3) (wave3) (sleep_until (wave3)) (cinematic_set_title roundover) (rrestart) ) Edited by MrCool on Aug 31, 2012 at 05:12 PM
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