Google the following;
site:forum.halomaps.org Scripts Cutscenes
site:forum.halomaps.org Scripts Waypoints
site:forum.halomaps.org Scripts Encounters
And if you have specific questions you want answered, such as "How can I spawn an encounter that retreats into another encounter once they've nearly been defeated", or "How can I create secondary objectives that are optional but unlock other special encounters later", then post back here and I'll detail it for you. But I'm not going to go over the
entire thing when there's plenty of resources on this very site.
Some very important things you should learn right now are globals.
(Global short Money 0)
creates a numeric variable called money that starts at 0 and can be modified like such
(global short money 0)
(global short livecount 0)
(script continuous moneymaker
(if (> livecount (ai_living_count ENCOUNTER))
(begin
(set money (+ money (- livecount (ai_living_count ENCOUNTER))))
(set livecount (ai_living_count ENCOUNTER))
)
)
(sleep 30)
)
That script will check on the number of A.I. in an encounter named ENCOUNTER, and whenever units are killed it will add 1 for each unit killed to the global variable money. You can then use that variable later to determine if a player has enough "money" to unlock a door and proceed to the next section of the level, or to purchase a special weapon or whatever you want to use it for.
Edited by DeadHamster on Aug 9, 2018 at 06:31 PM