
ReconNinja117
Joined: Nov 11, 2011
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Posted: Sep 29, 2012 10:45 PM
Msg. 1 of 20
1. Once scripts for a map are written, how do you actually get them to work in the map? 2. Is there a Halo PC to Custom Edition map conversion tool? I know there's one that works the other way around, but that's not what I'm looking for. I want to play this map, but am currently too lazy to reinstall Halo PC: http://www.mytoptrailer.com/show.php?game=halo4&vid=WqOArhM3IcM
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Sep 30, 2012 12:48 AM
Msg. 2 of 20
1. Put the script in the map's data folder and create a folder named scripts. Place your script in there. For example, for bloodgulch: Halo Custom Edition\data\levels\test\bloodgulch
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Sep 30, 2012 10:16 AM
Msg. 3 of 20
1. what he said, but open sapien and press ctrl + shift + c to compile it into your map
2. reinstall halo pc
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Oct 4, 2012 04:20 PM
Msg. 4 of 20
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Oct 6, 2012 06:21 PM
Msg. 5 of 20
Still no luck. 
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Oct 7, 2012 06:09 AM
Msg. 6 of 20
When saving the file, make sure the Save as type box is set to "All files", then save your script as <scriptnamehere>.hsc
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Oct 7, 2012 04:29 PM
Msg. 7 of 20
Still no good. I think CE hates me.
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Oct 10, 2012 01:18 AM
Msg. 8 of 20
Is the script file in the proper folder?
What are you trying to get the script to do?
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Oct 10, 2012 10:32 PM
Msg. 9 of 20
The directory should be "data/levels/mapnamehere/scripts," shouldn't it? That's where it is right now. Does it need to be in the "test" folder if it's a multiplayer map? Anyway, the script is supposed to make additional vehicles spawn so I can have more than 6 different kinds. In case you didn't read this earlier, this map is a mod of Extinction, so I used a recently released script extractor to obtain the original map's scripts (since they obviously work). I made sure the object names matched those in the scripts so they theoretically would be compatible.
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Oct 11, 2012 03:31 PM
Msg. 10 of 20
the directory should point toward the folder that your scenario is in ill use one of my maps for example scenario location: tags\kzcm\firefight\beachside scripts folder location: data\kzcm\firefight\beachside\scripts
my scenario was in the folder called beachside, so you make a folder called scripts inside the same directory but in data instead of tags.
hope that helps
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Oct 17, 2012 07:52 PM
Msg. 11 of 20
Quote: --- Original message by: ReconNinja117 The directory should be "data/levels/mapnamehere/scripts," shouldn't it? That's where it is right now. Does it need to be in the "test" folder if it's a multiplayer map? Anyway, the script is supposed to make additional vehicles spawn so I can have more than 6 different kinds. In case you didn't read this earlier, this map is a mod of Extinction, so I used a recently released script extractor to obtain the original map's scripts (since they obviously work). I made sure the object names matched those in the scripts so they theoretically would be compatible. I read it but I've never used the script extractor, or even knew of its existence for that matter. Edited by Ermac on Oct 17, 2012 at 07:53 PM
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Oct 19, 2012 08:02 PM
Msg. 12 of 20
Hey, I'm getting somewhere. I fixed a problem with my directory, but now I get this error in Tool. 
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Ermac
Joined: Nov 24, 2006
Pops up from time to time
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Posted: Oct 20, 2012 12:05 AM
Msg. 13 of 20
Hm. Does the debug tell you which line it was? I'm looking through the script now to see if I can see the error.
If not, that error should also show up when you attempt to compile it in Sapien, and I know for a fact that Sapien will tell you which line it is.
EDIT: Tried this suggestion I had here, did not work. Will continue working with it. Edited by Ermac on Oct 20, 2012 at 01:29 AM
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afD2345
Joined: Apr 2, 2011
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Posted: Oct 20, 2012 09:09 AM
Msg. 14 of 20
Quote: --- Original message by: ReconNinja117 i expected a script or variable definition
check that your variables and/or dormant(scripts that wait for wakeing) scripts are correctly set. I.E. all used variables and dormant scripts must exsist. (E.G. foo + 7, will fail if you do NOT have variable called "foo"). in Blam! Script variables are called "globals". also it would help a lot if you would post your script... you can't *always* use extracted scripts, without editing them first.edit0:*is in green* Edited by afD2345 on Oct 20, 2012 at 09:13 AM
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Oct 21, 2012 08:45 AM
Msg. 15 of 20
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 21, 2012 01:03 PM
Msg. 16 of 20
dropbox/links seem to be having problems, you're link doesn't work and nor did goldkillers in his release thread. although his is fixed :)
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afD2345
Joined: Apr 2, 2011
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Posted: Oct 21, 2012 01:15 PM
Msg. 17 of 20
Quote: --- Original message by: ally dropbox/links seem to be having problems, you're link doesn't work and nor did goldkillers in his release thread. although his is fixed :) dropbox links will work if you remove "https://" or "http://" from beginning E.G. dl.dropbox.com/u/55579636/scripts.hsc
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Oct 21, 2012 02:18 PM
Msg. 18 of 20
good stuff, i hadn't tried. ty
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ReconNinja117
Joined: Nov 11, 2011
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Posted: Nov 1, 2012 10:05 PM
Msg. 19 of 20
So, does anybody see any problems?
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Nov 8, 2012 08:40 PM
Msg. 20 of 20
Guize.
We need halp.
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