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Author Topic: TSC:E scripts in another map (1 messages, Page 1 of 1)
Moderators: Dennis

FtDSpartn
Joined: May 1, 2009

Verified AI.


Posted: May 30, 2015 04:49 PM    Msg. 1 of 1       
Edit 5: Now the only questions I have are about phantoms, shades and the visr:
How would you go about attaching doors and turrets on the phantom?
What about those shade side metal 'shields'? Are they available?
And the visr doesn't seem to want to work for me; any possible reason?



I'm a bit confused after reading the docs in the source releases.

How would one go about putting the scripts in another map? For example, if I wanted to put the shade ball turret in a map and have it function correctly, where would I have to put the files to make it work?

I was thinking I could just put the .hsc files in the scripts folder, but then there might be a lot of unnecessary items or invalid references.


Edit: After a night's sleep, a bit of work and a lot of find-replacing, I think I'm close to getting it -- but I'm getting a script error.

05.31.15 08:31:42  [_components_scenario line 30] this is not a valid global variable.: curr_update_shade_base  b40_a_ext_shade_base)                                   	(vehicle_update_shade)

05.31.15 08:31:42 recompiling scripts after scenarios were merged.
05.31.15 08:31:43 [_components_scenario line 29] this left parenthesis is unmatched.: (begin


The global variable IS declared in the __components_apis.hsc, but it doesn't seem to detect it. I'm thinking it's getting loaded after the scenario.hsc, but I don't know how to fix that.

Edit 2: Never mind, it isn't declared. I think something might have messed up while find-replacing. I'm wondering where it goes now.

Edit 3: Fixed that error, the shade_main_scripts and other vehicle scripts weren't referenced in the cmt features component.hsh, they were referenced in the main cmt features.hs, probably being loaded later. Will edit this if I need help with anything else, such as this error:
05.31.15 09:00:44  [_components_cmt line 866] this is not a valid function or script name.: player_fr_was_toggled)

05.31.15 09:00:44 recompiling scripts after scenarios were merged.
05.31.15 09:00:45 this left parenthesis is unmatched.: (if (player_fr_was_toggled)


Edit 4:

scripts successfully compiled.

Beautiful. Still can't pick up armor abilities, but I can assume that I can fix that by adding them in the cmt features components .hsh. The shade seems to work flawlessly.
Edited by FtDSpartn on May 31, 2015 at 02:33 PM

 

 
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