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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Script help

Author Topic: Script help (3 messages, Page 1 of 1)
Moderators: Dennis

Georgespartan01
Joined: Nov 1, 2010


Posted: Oct 8, 2012 06:24 PM    Msg. 1 of 3       
I have never been so good at scripting because I think its hard to understand, Im making like a survival map, and I need some help :)

First Script:
When the player touch a trigger volumes a HUD message will appear saying "Press E to start the fight" Then the AI encounters spanw and magically see and follow the player, and also all the sound.sceneries stop.

Second Script: When a player touch or walk over a Trigger Volume a HUD will appear saying: "Press E to activate easter eggs" And then, scenery and decal objects will appear through the map.

Thank you :3


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Oct 12, 2012 03:44 AM    Msg. 2 of 3       
I don't know much about scripting, but you can try posting here .


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 12, 2012 11:08 AM    Msg. 3 of 3       
Having a message show up via trigger volume is pretty pointless. Why not just place a switch there, and make use of that?..

Anyways, if you really want to use a trigger volume, create a cinematic_title with the "Press E to blah blah", work on getting it aligned exactly where you want it, with the correct colors, etc.
(global boolean progress false)
(script continuous script1
(if progress
(ai_magically_see_players <ai>)
(begin
(sleep_until (volume_test_objects <trigger_volume> (players)) 15)
(cinematic_set_title <cutscene_title>)
(if (player_action_test_action)
(begin
(player_action_test_reset)
(set progress true)
(ai_place <ai>)
(object_destroy_containing <string>)
(ai_follow_target_players <ai>)
)
)
)
)
(sleep 15)
)


Decals themselves, you can't control. You could create an effect that creates the decals, but not the decals themselves.
(script continuous script2
(sleep_until (volume_test_objects <trigger_volume> (players)) 15)
(cinematic_set_title <cutscene_title>)
(if (player_action_test_action)
(begin
(player_action_test_reset)
(object_create_anew_containing <string>)
(sleep -1)
)
)
(sleep 15)
)



But ya... it really would work better with switches, since if someone presses the action key right before entering the volume, this will still catch it. A switch, you dont even need to worry about such foolish stuff like imitating the 'press e', and then just let them walk up and activate the switch.

 

 
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