
Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 27, 2016 04:05 AM
Msg. 1 of 16
I've ripped the scripts from RPSP but upon recompiling it gives me this: i expected (global<type> <name> <initial value>): (global effect pod levels\a10\devices\lifepod device\effects\explosion)
I gave the directory quotation marks and it still gives the error. I haven't been so lucky with google research either. Anyone have any idea what to do with this?
E: I know the script extractor usually does stuff that's wack. Any tutorials for stuff like formatting would be useful. :3 Edited by Spartan314 on Aug 27, 2016 at 04:06 AM
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LuciTheAlien
Joined: Aug 20, 2016
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Posted: Aug 27, 2016 04:09 PM
Msg. 2 of 16
Quote: --- Original message by: Spartan314
I've ripped the scripts from RPSP but upon recompiling it gives me this: i expected (global<type> <name> <initial value>): (global effect pod levels\a10\devices\lifepod device\effects\explosion)
I gave the directory quotation marks and it still gives the error. I haven't been so lucky with google research either. Anyone have any idea what to do with this?
E: I know the script extractor usually does stuff that's wack. Any tutorials for stuff like formatting would be useful. :3 Edited by Spartan314 on Aug 27, 2016 at 04:06 AM Sounds like you might be better off starting from scratch.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Aug 27, 2016 05:39 PM
Msg. 3 of 16
Post the script S314.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Aug 27, 2016 05:50 PM
Msg. 4 of 16
Aren't you supposed to be retired Mr. Former biped rigger and FP animator? :)
Are you going to try to redo this map? I'd be focusing more on the BSP and tag assets first, the scripts could come later.
I can help with this, but I honestly think the map should be rescripted anyway. There are many places were things broke in the original. I am not sure why you are getting that error, it seems like it should work but I have never used global effects before. Though if you asked me 4 years ago I may have been able to figure it out, I have not scripted in a long time. Edited by Pepzee on Aug 27, 2016 at 06:08 PM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Aug 27, 2016 06:45 PM
Msg. 5 of 16
Quote: --- Original message by: LuciTheAlien Sounds like you might be better off starting from scratch. Wow, it's almost as if you aren't helpful at all.
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LuciTheAlien
Joined: Aug 20, 2016
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Posted: Aug 27, 2016 06:48 PM
Msg. 6 of 16
Quote: --- Original message by: Pepzee
Are you going to try to redo this map? I'd be focusing more on the BSP and tag assets first, the scripts could come later.
I honestly think the map should be rescripted anyway. There are many places were things broke in the original.
I second these notions. Edited by LuciTheAlien on Aug 27, 2016 at 06:48 PM
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Aug 27, 2016 06:48 PM
Msg. 7 of 16
hey, bug off
dsali's helpful advice is on hold until further notice Edited by BKTiel on Aug 27, 2016 at 06:52 PM
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LuciTheAlien
Joined: Aug 20, 2016
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Posted: Aug 27, 2016 06:49 PM
Msg. 8 of 16
Quote: --- Original message by: BKTiel
hey, bug off
dsali's helpful advice is on hold until further notice Edited by BKTiel on Aug 27, 2016 at 06:49 PM Whom?
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R93_Sniper
Joined: Feb 13, 2011
When in Doubt, RUN!
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Posted: Aug 27, 2016 07:18 PM
Msg. 9 of 16
Quote: --- Original message by: Spartan314 i expected (global<type> <name> <initial value>): (global effect pod levels\a10\devices\lifepod device\effects\explosion) I'm no scripting master, but I'd assume it's looking for something that's an actual value instead of a directory. I could be completely wrong about this, but have you tried to replace that directory with a value of like, 1? Edited by R93_Sniper on Aug 27, 2016 at 07:18 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 27, 2016 09:07 PM
Msg. 10 of 16
I've been learning basic programming for almost a year now. I've always wanted to figure out how scripting worked in Halo (kirby senpai notice me), so I thought it'd be nice if I dug up a bunch of scripts that were previously written. While I'm at it I thought I might as well rip apart RPSP and see what went on. This is what was ripped: (global effect pod levels\a10\devices\lifepod device\effects\explosion)
(global looping_sound maw sound\music\the_maw\the maw)
(global looping_sound gun sound\music\the_gun_pointed_at_the_head_of\the gun pointed at the head of)
(global looping_sound dead sound\music\enough_dead_hereos\enough death hereos)
(global sound brother sound\music\brothers_in_arms\brothers_in_arms)
(global sound rookie_a sound\music\odst\the_rockie\the_rockie_1)
(global sound rookie_b sound\music\odst\the_rockie\the_rockie_2)
(global sound skyline sound\music\odst\skyline\skyline_3)
(global sound defacto sound\music\halo_wars\defacto_the_matter\defacto_the_matter)
(global sound longnight sound\music\reach\long_night_of_solace\long_night_of_solace)
(global sound reach sound\music\reach\overture\overture)
(global sound spear sound\music\reach\tip_of_the_spear\tip_of_the_spear)
(global sound unyielding sound\music\ost unyielding\ost_unyielding1)
(global sound prologue sound\music\prologue\prologue)
(script startup void beginning (begin (ai_allegiance human player) (sound_impulse_start reach none 1.00) (object_create_anew prowler_a) (object_create_anew prowler_b) (object_create_anew prowler_c) (object_create_anew prowler_d) (object_create_anew beatle_a) (object_create_anew beatle_b) (object_create_anew citadel_a) (object_create_anew citadel_b) (object_create_anew ahmf_a) (object_create_anew ahmf_b) (object_create_anew ahmf_c) (object_create_anew ahmf_d) (object_create_anew beatle_c) (object_create_anew_containing engine) (object_create_anew_containing eng) (sleep 1) (ai_place talking_crewman) (fade_in 1.00 1.00 1.00 60) (sleep 1) (object_create patrol_a) (object_create patrol_b) (object_create patrol_c) (object_create patrol_d) (object_create patrol_e) (cinematic_start) (camera_control true) (camera_set a 10) (camera_set b 500) (sleep 100) (camera_set c 300) (sleep 100) (cinematic_set_title odin) (camera_set d 200) (sleep 100) (camera_set e 200) (sleep 100) (camera_set f 200) (sleep 100) (camera_set g 200) (sleep 100) (camera_set h 200) (sleep 100) (camera_set i 200) (sleep 100) (camera_set j 200) (sleep 100) (camera_set k 200) (sleep 100) (camera_set l 200) (sleep 100) (camera_set m 200) (sleep 100) (camera_set n 200) (sleep 100) (cinematic_set_title beatle) (camera_set o 200) (sleep 100) (camera_set p 200) (sleep 100) (camera_set q 200) (sleep 100) (camera_set r 200) (sleep 100) (camera_control false) (cinematic_stop) (object_create first_check_a) (object_create_anew_containing hev)))
(script continuous void life_pod_ejection (begin (if (or (= (device_get_position control_a) 1.00) (= (device_get_position control_b) 1.00)) (begin (sleep 40) (effect_new pod pod_c) (device_set_position lifepod_c 1.00) (sleep 40) (effect_new pod pod_f) (device_set_position lifepod_f 1.00) (sleep 30) (effect_new pod pod_a) (device_set_position lifepod_a 1.00) (cinematic_set_title crazy) (effect_new pod pod_d) (device_set_position lifepod_d 1.00) (sleep 10) (effect_new pod pod_e) (device_set_position lifepod_e 1.00) (effect_new pod pod_b) (device_set_position lifepod_b 1.00) (sleep 20) (object_destroy_containing lifepod) (sleep_until (= (volume_test_object shaft ahmf_a) true))))))
(script continuous void airlock_failure (begin (if (= (device_get_position hatch_control) 1.00) (begin (device_set_position hatch 1.00) (device_set_power airlock_a 1.00) (device_set_power airlock_b 1.00) (device_set_power airlock_c 1.00) (device_set_position airlock_a 0.00) (device_set_position airlock_a 0.00) (device_set_position airlock_c 0.00) (cinematic_set_title hatch) (sleep_until (= (volume_test_object shaft ahmf_a) true))))))
(script continuous void patrol_bombers (begin (begin (sleep 240) (device_set_position patrol_a 1.00) (device_set_position patrol_b 1.00) (sleep 160) (device_set_position patrol_c 1.00) (sleep 130) (device_set_position patrol_d 1.00) (device_set_position patrol_e 1.00) (sleep_until (= (device_get_position patrol_a) 1.00)) (device_set_position_immediate patrol_a 0.00) (device_set_position_immediate patrol_b 0.00) (sleep 160) (device_set_position_immediate patrol_c 0.00) (sleep 130) (device_set_position_immediate patrol_d 0.00) (device_set_position_immediate patrol_e 0.00) (sleep 600))))
(script continuous void first_cut (begin (if (= (unit_get_health first_check_a) 1.00) (begin (sound_impulse_start longnight none 900.00) (object_create_anew ai_odst) (ai_attach ai_odst odsts) (ai_place guards) (ai_place odsts) (ai_place crew) (sleep 1) (object_create crew_a) (object_create crew_b) (object_create crew_c) (sleep 1) (object_create chair_a) (object_create chair_b) (object_create chair_c) (sleep 1) (device_set_power cryo 0.00) (vehicle_load_magic chair_a crew_a) (vehicle_load_magic chair_b crew_b) (vehicle_load_magic chair_c crew_c) (cinematic_start) (sleep 10) (cinematic_set_title dialog_a_1) (camera_set cine_a 10) (sleep 110) (sound_impulse_stop reach) (cinematic_set_title dialog_a_2) (sleep 120) (cinematic_set_title dialog_a_3) (camera_set cine_b 10) (sleep 120) (cinematic_stop) (camera_control false) (device_set_power cryo 1.00) (game_save_totally_unsafe) (activate_team_nav_point_object default player bridge 0.60) (sleep 500) (sleep_until (= (volume_test_object shaft ahmf_a) true))))))
(script continuous void meet_the_major (begin (if (= (volume_test_object bridge (unit (list_get (players) 0))) true) (begin (object_destroy bridge) (cinematic_start) (fade_in 1.00 1.00 1.00 60) (volume_teleport_players_not_inside shaft bridge_cut) (cinematic_set_title dialog_b_1) (sleep 120) (cinematic_set_title dialog_b_2) (sleep 120) (cinematic_set_title dialog_b_3) (sleep 120) (cinematic_set_title dialog_b_4) (sleep 120) (cinematic_set_title dialog_b_5) (sleep 120) (cinematic_set_title dialog_b_6) (sleep 120) (cinematic_set_title dialog_b_7) (sleep 120) (cinematic_set_title dialog_b_8) (sleep 120) (cinematic_set_title dialog_b_9) (camera_set hevbay 1) (camera_control true) (sleep 120) (cinematic_set_title dialog_b_10) (sleep 120) (cinematic_set_title dialog_b_11) (sleep 120) (camera_set captain_cam 1) (cinematic_set_title dialog_b_12) (sleep 120) (cinematic_set_title dialog_b_13) (sleep 120) (cinematic_set_title dialog_b_14) (sleep 120) (cinematic_set_title dialog_b_15) (sleep 120) (cinematic_set_title dialog_b_16) (sleep 120) (cinematic_set_title dialog_b_17) (sleep 120) (cinematic_set_title dialog_b_18) (sleep 120) (cinematic_set_title dialog_b_19) (sleep 120) (cinematic_set_title dialog_b_20) (sleep 120) (cinematic_stop) (fade_in 1.00 1.00 1.00 60) (camera_control false) (object_create_anew check_b) (object_destroy_containing bomber) (activate_team_nav_point_object default player bay 0.00) (sleep_until (= (volume_test_object shaft ahmf_a) true))))))
(script continuous void preparetodrop (begin (if (and (= (volume_test_object hevbay (unit (list_get (players) 0))) true) (= (unit_get_health check_b) 1.00)) (begin (object_destroy bay) (sound_impulse_start brother none 90.00) (volume_teleport_players_not_inside shaft odsthell) (cinematic_start) (fade_in 1.00 1.00 1.00 60) (camera_control true) (camera_set conversation 30) (cinematic_set_title dialog_c_1) (sleep 120) (sound_impulse_stop reach) (cinematic_set_title dialog_c_2) (sleep 120) (cinematic_set_title dialog_c_3) (sleep 120) (cinematic_set_title dialog_c_4) (sleep 120) (cinematic_set_title dialog_c_5) (sleep 120) (cinematic_set_title dialog_c_6) (device_set_power alert_a 1.00) (device_set_power alert_b 1.00) (device_set_power alert_c 1.00) (device_set_power alert_d 1.00) (device_set_power alert_e 1.00) (device_set_power alert_f 1.00) (sleep 120) (cinematic_set_title dialog_c_7) (sleep 120) (cinematic_set_title dialog_c_8) (sleep 120) (camera_set underbelly 1) (fade_in 1.00 1.00 1.00 60) (camera_control true) (sleep 1) (ai_erase crew) (ai_erase guards) (sleep 1) (object_create_anew a_1) (object_create_anew a_2) (object_create_anew a_3) (object_create_anew a_4) (object_create_anew a_5) (object_create_anew a_6) (object_create_anew a_7) (object_create_anew a_8) (object_create_anew a_9) (object_create_anew a_10) (object_create_anew a_11) (object_create_anew a_12) (object_create_anew a_13) (object_create_anew a_14) (sleep 60) (object_destroy platform_a) (effect_new pod effect_a) (effect_new pod effect_b) (effect_new pod effect_c) (effect_new pod effect_d) (effect_new pod effect_e) (effect_new pod effect_f) (effect_new pod effect_g) (sleep 40) (ai_attach a_1 odsts) (ai_attach a_2 odsts) (ai_attach a_3 odsts) (ai_attach a_4 odsts) (ai_attach a_5 odsts) (ai_attach a_6 odsts) (ai_attach a_7 odsts) (ai_attach a_8 odsts) (ai_attach a_9 odsts) (ai_attach a_10 odsts) (ai_attach a_11 odsts) (ai_attach a_12 odsts) (ai_attach a_13 odsts) (ai_attach a_14 odsts) (sleep 5) (vehicle_load_magic hev_a driver a_1) (vehicle_load_magic hev_b driver a_2) (vehicle_load_magic hev_c driver a_3) (vehicle_load_magic hev_d driver a_4) (vehicle_load_magic hev_e driver a_5) (vehicle_load_magic hev_f driver a_6) (vehicle_load_magic hev_g driver a_7) (sleep 10) (vehicle_load_magic hev_h driver a_8) (vehicle_load_magic hev_i driver a_9) (vehicle_load_magic hev_j driver a_10) (vehicle_load_magic hev_k driver a_11) (vehicle_load_magic hev_l driver a_12) (vehicle_load_magic hev_m driver a_13) (vehicle_load_magic hev_n driver a_14) (cinematic_set_title banks) (sleep 250) (object_destroy platform_b) (effect_new pod effect_g) (effect_new pod effect_h) (effect_new pod effect_i) (object_create_anew_containing ship) (object_set_scale kingship 2.90 3) (object_set_scale ship_a 0.50 3) (object_set_scale ship_b 0.50 3) (object_set_scale ship_c 0.50 3) (object_set_scale ship_d 0.50 3) (object_set_scale ship_e 0.50 3) (fade_in 1.00 1.00 1.00 80) (object_destroy_containing beatle) (object_destroy_containing ahmf) (object_destroy_containing engine) (object_destroy_containing citadel) (object_destroy_containing prowler) (object_destroy_containing alert) (object_destroy_containing lifepod) (object_destroy_containing alert) (object_destroy_containing patrol) (object_destroy_containing chair) (object_destroy_containing crew) (sleep 1) (object_teleport hev_a teleport_b) (object_teleport hev_b teleport_c) (object_teleport hev_c teleport_d) (object_teleport hev_d teleport_e) (object_teleport hev_e teleport_f) (object_teleport hev_f teleport_g) (object_teleport hev_g teleport_h) (object_teleport hev_h teleport_i) (object_teleport hev_i teleport_j) (object_teleport hev_j teleport_k) (object_teleport hev_k teleport_l) (object_teleport hev_l teleport_m) (object_teleport hev_m teleport_n) (object_teleport hev_n teleport_a) (camera_set overhead 1) (cinematic_set_title hell) (sleep 20) (camera_set underhead 80) (sleep 500) (game_won) (sleep 30) (map_name rpsp_s30))))) I don't think many people used (global effect <name> <value>) in scripts? Not according to google searches anyway. E: Omitting the levels\a10\devices\lifepod device\effects\explosion gives me a reference error. Edited by Spartan314 on Aug 27, 2016 at 09:41 PM
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Aug 27, 2016 09:35 PM
Msg. 11 of 16
(global effect pod "levels\a10\devices\lifepod device\effects\explosion") Did you put the quotes on like that? Because of the space in the path I think there needs to be quotes. Edited by Pepzee on Aug 27, 2016 at 09:39 PMAnother idea. Go and change the "lifepod device" folder to "lifepod_device", and change it in the script as well. Edited by Pepzee on Aug 27, 2016 at 09:41 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 27, 2016 09:54 PM
Msg. 12 of 16
Not sure why it wouldn't register the quotation marks yesterday but I ran notepad++ as admin and recompiled the script with a_hobo and seems to accept it fine now.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Aug 27, 2016 10:16 PM
Msg. 13 of 16
Yea that's what I thought. The compiler didn't know how to read the global because of the space, as it thought there were extra parameters. A picture to demonstrate the logic, and to help those living in future years who may have this problem. 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 27, 2016 10:33 PM
Msg. 14 of 16
Awesome, thanks Pepzee Now it tells me vehicle_load_magic needs 3 parameters; it looks like the script extracted only gives two. I'd assume (vehicle_load_magic chair_a crew_a) (vehicle_load_magic chair_b crew_b) (vehicle_load_magic chair_c crew_c)
is missing the seat parameter? Where it's <name of vehicle> <seat> <biped>
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Aug 27, 2016 10:38 PM
Msg. 15 of 16
Quote: --- Original message by: Spartan314 Now it tells me vehicle_load_magic needs 3 parameters; it looks like the script extracted only gives two. Your Halo script extractor must be removing the quotes. My guess is: (vehicle_load_magic chair_a "" crew_a) (vehicle_load_magic chair_b "" crew_b) (vehicle_load_magic chair_c "" crew_c) Edited by Pepzee on Aug 27, 2016 at 10:40 PMFrom the BSL Bible: Command: (vehicle_load_magic <unit> <string> <object_list>) Description: makes a list of units (named or by encounter) magically get into a vehicle, in the substring-specified seats (e.g. CD-passenger... empty string matches all seats) Example: (vehicle_load_magic pelican_1 "" (players)) Edited by Pepzee on Aug 27, 2016 at 10:43 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 27, 2016 11:06 PM
Msg. 16 of 16
Nice, I think I get it.
The scenario successfully recompiled. This is pretty cool
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