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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Dear scripters,

Author Topic: Dear scripters, (8 messages, Page 1 of 1)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Dec 8, 2012 12:11 PM    Msg. 1 of 8       
well the same way as we did with sapien. trial and error.

but one thing that may help
http://www.modacity.net/docs/bslbible/
there may or may not be a newer version somewhere that includes opensauce functions but that's the one i use.


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 8, 2012 12:15 PM    Msg. 2 of 8       
Follow b30's script while you have b30 open in sapien. Some of the script commands you can type in console and they'll do what they do ingame.


Banshee64
Joined: Dec 4, 2012

oify


Posted: Dec 8, 2012 01:00 PM    Msg. 3 of 8       
It has two startup scripts. and the startup scripts wake up the dormant scripts. It's really a bunch of small scripts in 1 hsc file.

(script startup cutscene_insertion ;Name the Script, since it's type startup it starts the script the second the map loads.
(sound_looping_start "sound\sinomatixx_foley\b30_insertion_foley" none 1 ) ;Starting Dialog for Cutscene
(sound_class_set_gain "vehicle" 0.3 0 ) ;Changes the gain for vehicle
(fade_out 0 0 0 0 ) ;fades to black instantly (0r:0,b:0,g:0,time:0)
(cinematic_start ) ;initializes game to start a cinematic
(show_hud false ) ;toggles the hud
(camera_control true ) ;toggles script control over the camera
(wake music_b30 ) ;activates the script "music_b30"
(set play_music_b30_01 true )
(fade_in 0 0 0 60 ) ;fades from black to screen in 60 ticks
(camera_set insertion_1b 0 ) ;sends the camera to a point in the map
(sleep 60 ) ;pauses the script for 60 ticks
(object_create insertion_pelican_1 ) ;Creates the vehicle named "insertion_pelican_1"
(object_create insertion_pelican_2 )
(object_beautify insertion_pelican_1 true ) :focuses graphics processing on "insertion_pelican_1" because it's going to be close to the cutscene camera.
(ai_place beach_lz_marine ) ;places the marine insertion encounter
(ai_place beach_lz ) ;places the covenant beach camp encounter
(unit_enter_vehicle (player0 )insertion_pelican_1 "p-riderlf" ) ;teleports the player to the pelican seat
(unit_enter_vehicle (player1 )insertion_pelican_2 "p-riderlf" ) ;teleports the co-op player to the pelican seat
(vehicle_load_magic insertion_pelican_1 "rider" (ai_actors beach_lz_marine/left_marine )) ;teleports the squad "right" from the encounter "beach_lz_marine" into any seats with "rider" markers on insertion_pelican_1
(vehicle_load_magic insertion_pelican_2 "rider" (ai_actors beach_lz_marine/right_marine ))
(object_teleport insertion_pelican_1 insertion_pelican_flag_1 ) ;teleports pelican to a flag for the opening cutscene
(recording_play_and_hover insertion_pelican_1 insertion_pelican_1_in ) ;plays the animation for the pelican to fly in and dropoff the marines and player, the vehicle will hover where it is until it is told to leave or stop hovering.
(object_teleport insertion_pelican_2 insertion_pelican_flag_2 )
(recording_play_and_hover insertion_pelican_2 insertion_pelican_2_in )
(objects_predict insertion_pelican_1 ) ;loads all the textures for "insertion_pelican_1" before they are seen to reduce loading time.
(objects_predict insertion_pelican_2 )
(objects_predict (ai_actors beach_lz_marine ))
(objects_predict (ai_actors beach_lz ))
(object_type_predict "scenery\c_storage\c_storage" )
(object_type_predict "scenery\c_uplink\c_uplink" )
(object_type_predict "scenery\c_field_generator\c_field_generator" )
(camera_set insertion_2a 120 ) ;camera is on this camera point
(sleep 60 ) ;time for transition from "insertion_2a" to "insertion_2b"
(camera_set insertion_2b 90 )
(sleep 90 )
(camera_set_relative insertion_3 0 insertion_pelican_1 )
(sleep 90 )
(fade_in 1 1 1 30 )
(camera_control false )
(sleep 15 )
(cinematic_set_title insertion )
(sleep 30 )


Correct me if I'm wrong. I hope this helps, it was hard to make.
Edited by Banshee64 on Dec 8, 2012 at 01:00 PM
Edited by Banshee64 on Dec 8, 2012 at 01:09 PM
Edited by Banshee64 on Dec 8, 2012 at 01:17 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 8, 2012 09:44 PM    Msg. 4 of 8       
Personally, I was taught by the best. Namely Gamma927, Lodex, and [ASP]Grunts.

Hit up Lodex or me on xfire or PM and we can help with whatever you need. Best of luck!


The Lodeman
Joined: Sep 16, 2012

Hipster Lodeman: Enjoyed goats before it was cool.


Posted: Dec 9, 2012 04:32 PM    Msg. 5 of 8       
When I first started getting into CE I learnt by example.
Z-team has an archive with all the campaign scripts in it, using that with hs_doc.txt gave me all the information and examples I needed to eventually do anything I want with scripts. Start small and simple, and gradually expand what you want to do. Just use the campaign scripts as a reference for specific examples.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Dec 10, 2012 12:35 AM    Msg. 6 of 8       
I just learnt by trying to compile Sean the lawns armour lock script. I didn't know I had to put it into data/levels/<nameofmap>/scripts/ I just put it in a scripts folder and expected it to work until I saw Kirby's tutorial, then I modded the script to get into a warthog instead of a armour lock vehicle. After that I looked through the BSL (BLAM!) bible found here ---> http://www.modacity.net/docs/bslbible/ and went on from there.
Edited by hobbet360 on Dec 10, 2012 at 12:36 AM


HaloExtreme117
Joined: May 5, 2012

~Gone~


Posted: Dec 10, 2012 01:42 AM    Msg. 7 of 8       
Quote: --- Original message by: hobbet360

I just learnt by trying to compile Sean the lawns armour lock script. I didn't know I had to put it into data/levels/<nameofmap>/scripts/ I just put it in a scripts folder and expected it to work until I saw Kirby's tutorial, then I modded the script to get into a warthog instead of a armour lock vehicle. After that I looked through the BSL (BLAM!) bible found here ---> http://www.modacity.net/docs/bslbible/ and went on from there.
Edited by hobbet360 on Dec 10, 2012 at 12:36 AM

My BSL bible is another good resource for learning the basics.
http://code.google.com/p/blamscript-bible-v2/


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Dec 10, 2012 04:51 AM    Msg. 8 of 8       
Quote: --- Original message by: HaloExtreme117
Quote: --- Original message by: hobbet360

I just learnt by trying to compile Sean the lawns armour lock script. I didn't know I had to put it into data/levels/<nameofmap>/scripts/ I just put it in a scripts folder and expected it to work until I saw Kirby's tutorial, then I modded the script to get into a warthog instead of a armour lock vehicle. After that I looked through the BSL (BLAM!) bible found here ---> http://www.modacity.net/docs/bslbible/ and went on from there.
Edited by hobbet360 on Dec 10, 2012 at 12:36 AM

My BSL bible is another good resource for learning the basics.
http://code.google.com/p/blamscript-bible-v2/


I tested yours and the 3rd, 4th and 5th links dont work... just freezes my interwebs explorer.

 

 
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