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Author Topic: Anyone up for a challenge? (7 messages, Page 1 of 1)
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Jay2645
Joined: Mar 29, 2007

Cortana saw you naked.


Posted: Jun 10, 2007 02:40 PM    Msg. 1 of 7       
Well, I got bored, so I tried to make a singleplayer mod of the level the Silent Cartographer. Technically, it's classified under "research" for my Singleplayer campaign. Anyway, I got the script data out of the .scenario file, and I took out the random junk. Can someone please convert this to a working script?

* begin unit list_get players list_count cinematic_skip_start_internal game_save_totally_unsafe sleep_until not game_saving game_reverted cinematic_skip_stop_internal global_dialog_on set ai_dialogue_triggers sleep player_effect_set_max_translation player_effect_set_max_rotation player_effect_set_max_rumble player_effect_start real_random_range play_music_b30_01 print levels\b30\music\b30_01 sound_looping_start none or play_music_b30_01_alt global_delay_music if sound_looping_set_alternate sound_looping_stop play_music_b30_02 levels\b30\music\b30_02 play_music_b30_02_alt play_music_b30_03 levels\b30\music\b30_03 play_music_b30_03_alt play_music_b30_031 levels\b30\music\b30_031 play_music_b30_031_alt play_music_b30_032 levels\b30\music\b30_032 play_music_b30_032_alt play_music_b30_06 levels\b30\music\b30_06 play_music_b30_06_alt play_music_b30_05 levels\b30\music\b30_05 play_music_b30_05_alt wake music_b30_01 music_b30_02 music_b30_03 music_b30_031 music_b30_032 music_b30_06 music_b30_05 play_music_b30_04 levels\b30\music\b30_04 mark_lz hud_set_objective_text dia_lz show_hud_help_text hud_set_help_text obj_lz mark_map dia_map obj_map mark_activate dia_activate obj_activate mark_override dia_override obj_override mark_activate_2 mark_leave dia_leave obj_leave obj_mark_lz obj_mark_map obj_mark_activate obj_mark_override obj_mark_activate_2 obj_mark_leave and volume_test_objects beach_1 = ai_living_count beach_lz game_save beach_2 beach_3 beach_pass beach_4 beach_5 shafta_entrance shaftb_entrance game_save_no_timeout beach_crack beach_slab valley_crack valley_lid valley_canyon shaftb_wide shafta_unlocked shafta_beam shafta_u_enter shafta_u shafta_jig shafta_mind shafta_ramp_inv shafta_mind_inv shafta_jig_inv shafta_u_inv shafta_beam_inv shafta_switch shaftb_control_hall sound\sinomatixx_music\b30_ledge_music ledge_music test_ledge ai fade_out switch_bsp cinematic_start camera_control object_teleport player0 player0_ledge_wait player1 player1_ledge_wait object_create_anew chief rock_kick rock_still rifle unit_set_seat alert object_beautify camera_set ledge_1a ledge_1b ledge_walk objects_attach right hand  recording_play chief_ledge_walk fade_in ledge_1c ledge_look custom_animation cinematics\animations\chief\level_specific\b30\b30 b30ledge scenery_animation_start scenery\cutscene_small_rock\cutscene_small_rock clip01-rockfalling ledge_2a ledge_2b sound\sinomatixx\b30_ledge_foley - camera_time player0_ledge_done player1_ledge_done object_destroy show_hud cinematic_stop object_create unit_get_custom_animation_time sound\sinomatixx_foley\b30_map_foley player0_map_wait player1_map_wait chief_map_activate unit_custom_animation_at_frame b30holomap map_1a map_1b device_set_position holohalo_1 sound_impulse_start sound\dialog\b30\b30_580_cortana cortana: analyzing...halo's control center is located there. that structure appears to be some sort of temple... map_1c map_1d player0_map_done player1_map_done ai_conversation cheat_deathless_player game_speed shafta_inv_cship lid_cship extraction_pelican extraction_pelican_flag_1 recording_play_and_hover extraction_pelican_1 recording_time foehammer done sound_class_set_gain vehicle sound\sinomatixx_music\b30_extraction_music extraction_music sound\sinomatixx_foley\b30_extraction_foley pelican_fade object_pvs_activate ai_kill valley_mouth valley_lid_inv vehicle_hover extraction_pelican_2 extraction_1c extraction_1a sound\dialog\b30\b30_extract_010_cortana cortana: let's get moving! foe hammer: here are coordinates and i flight plan i've worked up. extraction_1b sound_impulse_time sound\dialog\b30\b30_extract_020_pilot foehammer: uh, cortana, these coordinates are underground. camera_set_relative extraction_follow_1a extraction_follow_1b sound\dialog\b30\b30_extract_050_cortana cortana: the covenant did a thorough seismic scan, and my analysis shows that halo is honeycombed with deep tunnels which circle the whole ring. shaft_box_1 shaft_box_2 shaft_box_3 lid_1a lid_1b dust_1 dust_2 dust_3 dust_4 dust_1a dust_1b dust_1c dust_1d sound\dialog\b30\b30_extract_060_pilot foehammer: i hope you're analysis is on the money, cortana. a pelican won't turn on a dime especially not undground. extraction_pelican_flag_2 extraction_pelican_drop dust_2a dust_2b dust_2c dust_2d extraction_6a vehicle_engine falling_box_1 box_drop_flag_1 falling_box_2 box_drop_flag_2 falling_box_5 box_drop_flag_5 extraction_6b sound\dialog\b30\b30_extract_070_cortana cortana: look on the bright side, foehammer: the last thing the covenant will expect is an aerial insertion... from underground. falling_box_3 box_drop_flag_3 falling_box_4 box_drop_flag_4 falling_box_6 box_drop_flag_6 falling_box_7 box_drop_flag_7 lens_machine lens_effect object_create_anew_containing dust dust_3a dust_3b dust_3c dust_3d dust_5 dust_3e dust_6 dust_3f dust_7 dust_3g dust_8 dust_3h extraction_7a extraction_7b player_effect_stop shafta_ledge_trigger game_all_quiet cutscene_ledge crack_arrival_trigger global_shafta_unlocked crack_arrival global_shafta_known_locked downed_trigger shaftb_arrival global_shafta_inv_active ai_magically_see_players shafta_entrance_inv shafta_killer_trigger damage_object effects\damage effects\guaranteed explosion of doom > beach_lz/camp_toon beach_lz_rock delay_dawdle ai_defend ai_migrate beach_lz_marine/left_marine_toon beach_lz_marine/left_marine_rock beach_lz_marine/right_marine_toon beach_lz_marine/right_marine_rock beach_lz_camp ai_retreat beach_lz_marine/left_marine_camp beach_lz_marine/right_marine_camp beach_lz/base_toon beach_lz_base_attack beach_lz_marine/left_marine_base_attack beach_lz_marine/right_marine_base_attack beach_lz_base beach_lz_marine/marine_base ai_timer_expire beach_lz/arch_toon beach_lz_arch_attack beach_lz_marine beach_lz_marine/marine_arch_attack beach_lz_arch beach_lz_marine/marine_arch beach_lz_arch_back beach_lz_marine/marine_arch_back delay_lost < save_beach_lz hog_pelican unit_set_enterable_by_player hog_pelican_flag_1 jeep unit_enter_vehicle cargo hog_pelican_in jeep_delivery unit_exit_vehicle activate_team_nav_point_object default_red player recording_play_and_delete hog_pelican_out ai_conversation_status jeep_load ai_conversation_line ai_go_to_vehicle gunner passenger volume_test_objects_all vehicle_test_seat_list w-driver deactivate_team_nav_point_object ai_going_to_vehicle jeep_go objects_predict shafta_cship ai_actors global_shafta_switched ai_place save_beach_crack save_beach_pass save_beach_slab shafta_locked ai_command_list shafta_locked/locker_elite shafta_lock_1 ai_braindead shafta_window ai_conversation_stop shafta_entered shafta_lock_alert shafta_slam delay_blink shafta_lock_door delay_late save_shafta_locked shafta_known_locked ai_erase shafta_cship_flag shafta_cship_exit_arch shafta_cship_exit_pass unit_close shafta_platform shafta_inv_cship_flag shafta_inv_cship_exit device_group_get map_position volume_teleport_players_not_inside shafta_control shafta_control_teleflag cinematic_skip_start cutscene_map cinematic_skip_stop device_set_position_immediate save_shafta_switched evac_1 flavor_shafta_inv_cship shafta_entrance_inv/exterior_stealth_elite ai_set_blind global_timer + game_time shafta_entrance_inv/interior_stealth_elite p-riderlf p-riderrf game_is_cooperative player_enable_input cutscene_extraction_exit game_won flavor_shafta_entrance_cship obj_shafta_goal shafta_beach global_shafta_beach_start shafta_arrival ai_status global_shafta_platform_start shafta_entrance/beach shafta_entrance/ledge shafta_entrance/interior shafta_entrance_past mission_shafta_lock global_shafta_descent_start save_shafta_beam_enter cinematic_show_letterbox cinematic_set_title down save_shafta_beam save_shafta_u_enter save_shafta_u save_shafta_mind_enter save_shafta_mind save_shafta_ante_enter shafta_ante shafta_descent shafta_ante/rein_elite shafta_switchit shafta_booth shafta_ramp save_shafta_ramp_inv save_shafta_mind_inv save_shafta_jig_inv save_shafta_u_inv save_shafta_beam_inv lid_cship_flag lid_cship_exit unlock_elite locker_elite_flag shaft_switch_1 shaft_switch_2 shafta_unlock_1 shaftb_switch_known shaftb_switch_unknown override valley_entrance global_valley_entrance_start save_valley_crack save_valley_lid global_valley_mouth_start save_valley_canyon valley_back global_valley_back_start global_shaftb_entrance_start save_shaftb_wide shaftb_control shaftb_switchit_known shaftb_switchit_unknown shaftb_switch_position shaftb_control_teleflag cutscene_shaftb_goal save_shaftb_switched shaftb_wide_inv shafta_entrance/platform shafta_entrance_again flavor_lid_cship downed_enter downed_dropship downed_hog downed_boulder_1 downed_boulder_2 downed_boulder_3 downed_rl_1 downed_rlammo_1 downed_rlammo_2 downed_rlammo_3 downed_ar_1 downed_arammo_1 downed_arammo_2 downed_arammo_3 downed_health_1 downed_health_2 downed_marine_1 downed_marine_2 downed_marine_3 downed_plammo_1 downed_plammo_2 object_create_containing downed_smolder downed shaftb_entrance_inv downed_trigger_2 objects_can_see_object downed_seen sound\sinomatixx_foley\b30_insertion_foley music_b30 insertion_1b insertion_pelican_1 insertion_pelican_2 vehicle_load_magic rider beach_lz_marine/left_marine beach_lz_marine/right_marine insertion_pelican_flag_1 insertion_pelican_1_in insertion_pelican_flag_2 insertion_pelican_2_in object_type_predict scenery\c_storage\c_storage scenery\c_uplink\c_uplink scenery\c_field_generator\c_field_generator insertion_2a insertion_2b insertion_3 insertion sound\dialog\b30\b30_insert_010_cortana sound\dialog\b30\b30_insert_020_cortana max sound\dialog\b30\b30_insert_030_pilot sound\dialog\b30\b30_insert_040_pilot global_mission_start vehicle_unload sound\dialog\b30\b30_insert_050_sarge2 mission_start insertion_pelican_1_out insertion_pelican_2_out ai_allegiance human objectives_b30 save_mission_start mission_beach_lz mission_beach mission_shafta mission_shaftb mission_crash mission_shafta_inv flavor_cutscene_ledge player0 player1 player_count cinematic_skip_start cinematic_skip_stop script_dialog_start script_dialog_stop player_effect_impact player_effect_explosion player_effect_rumble player_effect_vibration music_b30_01 music_b30_02 music_b30_03 music_b30_031 music_b30_032 music_b30_06 music_b30_05 music_b30 obj_mark_lz obj_mark_map obj_mark_activate obj_mark_override obj_mark_activate_2 obj_mark_leave objectives_b30 save_beach_1 save_beach_2 save_beach_3 save_beach_4 save_beach_5 save_shafta_entrance save_shaftb_entrance save_mission_start save_beach_lz save_beach_crack save_beach_pass save_beach_slab save_valley_crack save_valley_lid save_valley_canyon save_shaftb_wide save_shafta_beam_enter save_shafta_beam save_shafta_u_enter save_shafta_u save_shafta_mind_enter save_shafta_mind save_shafta_ante_enter save_shafta_ramp_inv save_shafta_mind_inv save_shafta_jig_inv save_shafta_u_inv save_shafta_beam_inv save_shafta_locked save_shafta_switched save_shaftb_switched ledge_music cutscene_ledge rock_test cutscene_map extraction_build pelican_fade extraction_music cutscene_extraction_exit flavor_cutscene_ledge crack_arrival shaftb_arrival cont_shafta_entrance_inv shafta_killer mission_beach_lz mission_beach mission_shafta_banshee mission_shafta_lock flavor_shafta_entrance_cship flavor_shafta_inv_cship obj_shafta_goal mission_shafta mission_shafta_inv flavor_lid_cship cutscene_shaftb_goal mission_shaftb mission_crash cutscene_insertion main_b30 global_dialog_on global_music_on global_delay_music global_delay_music_alt global_mission_won global_mission_lost global_timer delay_blink delay_dawdle delay_late delay_lost delay_fail global_beach_jeep global_shafta_start global_shafta_beach_start global_shafta_entrance_start global_shafta_platform_start global_shafta_descent_start global_shafta_exit global_shafta_beach_delay global_shafta_entrance_delay global_shafta_platform_delay global_shafta_descent_delay global_shafta_switched_delay global_shafta_final_delay global_shaftb_beach_start global_valley_entrance_start global_valley_mouth_start global_valley_back_start global_shaftb_entrance_start global_shaftb_wide_start global_shaftb_control_start global_shaftb_final_start global_valley_lid_start global_shaftb_beach_delay global_valley_entrance_delay global_valley_mouth_delay global_valley_back_delay global_shaftb_entrance_delay global_shaftb_wide_delay global_shaftb_control_delay global_shaftb_final_delay global_again_final_delay global_shafta_known_locked global_shafta_unlocked global_shafta_inv_active global_shafta_switched global_mission_start mark_lz mark_map mark_activate mark_activate_2 mark_override mark_leave mark_beach_ghost_pass test_ledge play_music_b30_01 play_music_b30_01_alt play_music_b30_02 play_music_b30_02_alt play_music_b30_03 play_music_b30_03_alt play_music_b30_04 play_music_b30_04_alt play_music_b30_05 play_music_b30_05_alt play_music_b30_06 play_music_b30_06_alt play_music_b30_07 play_music_b30_07_alt play_music_b30_031 play_music_b30_031_alt play_music_b30_032 play_music_b30_032_alt levels\b30\music\b30_01 levels\b30\music\b30_02 levels\b30\music\b30_03 levels\b30\music\b30_031 levels\b30\music\b30_032 levels\b30\music\b30_06 levels\b30\music\b30_05 levels\b30\music\b30_04 sound\sinomatixx_music\b30_ledge_music cinematics\animations\chief\level_specific\b30\b30 scenery\cutscene_small_rock\cutscene_small_rock sound\sinomatixx\b30_ledge_foley sound\sinomatixx_foley\b30_map_foley sound\dialog\b30\b30_580_cortana sound\sinomatixx_music\b30_extraction_music sound\sinomatixx_foley\b30_extraction_foley sound\dialog\b30\b30_extract_010_cortana sound\dialog\b30\b30_extract_020_pilot sound\dialog\b30\b30_extract_050_cortana sound\dialog\b30\b30_extract_060_pilot sound\dialog\b30\b30_extract_070_cortana effects\damage effects\guaranteed explosion of doom sound\sinomatixx_foley\b30_insertion_foley scenery\c_storage\c_storage scenery\c_uplink\c_uplink scenery\c_field_generator\c_field_generator sound\dialog\b30\b30_insert_010_cortana sound\dialog\b30\b30_insert_020_cortana sound\dialog\b30\b30_insert_030_pilot sound\dialog\b30\b30_insert_040_pilot sound\dialog\b30\b30_insert_050_sarge2 start temp_pelican_flag lid_cship_flag beach_lz_banshee_flag insertion_pelican_flag_1 insertion_pelican_flag_2 shaftA_entrance_flag shaftB_entrance_flag shaftA_control_teleflag shaftB_control_teleflag extraction_pelican_flag_1 box_drop_flag_1 box_drop_flag_2 box_drop_flag_3 box_drop_flag_4 box_drop_flag_5 box_drop_flag_6 box_drop_flag_7 ledge_look ledge_walk best_seat_in_house extraction_pelican_flag_2 shaftA_inv_cship_flag g hog_pelican_flag_1 1 shafta_cship_flag g v_shaftA_inv_cship_flag v_hog_pelican_flag_1 v_shafta_cship_flag player0_ledge_wait player1_ledge_wait player0_ledge_done player1_ledge_done player1_map_wait player0_map_wait player0_map_done player1_map_done chief_map_activate ghost_cship_flag_1 ghost_cship_flag_2 locker_elite_flag shaftA_banshee_flag_1 shaftA_banshee_flag_2 dust_1a dust_1b dust_1c dust_1d dust_2a dust_2b dust_2c dust_2d dust_3a dust_3b dust_3c dust_3d dust_3e dust_3f dust_3g dust_3h shaft_switch_1 shaft_switch_2 extraction_1a extraction_2b extraction_3a extraction_4 extraction_6a extraction_7a extraction_1b extraction_1c extraction_2a extraction_3b extraction_5b extraction_5a insertion_1b insertion_1a insertion_2b insertion_3 insertion_2a extraction_follow_1a extraction_follow_1b extraction_7b extraction_6b map_1a a map_1c a map_1d ap_1b ledge_2a ledge_2b ledge_1a ledge_1b ledge_1c lid_1a lid_1b insertion override down ide levels\b30\custom_object_names ui\shell\solo_game\player_help\player_help_text_b30 levels\b30\hud messages levels\b30\b30a levels\b30\b30b


Anyone up to it?
Edited by Jay2645 on Jun 10, 2007 at 02:51 PM


Jay2645
Joined: Mar 29, 2007

Cortana saw you naked.


Posted: Jun 11, 2007 12:40 AM    Msg. 2 of 7       
Well, this is the script data for the Silent Cartographer, so...


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 11, 2007 04:07 PM    Msg. 3 of 7       
haha uhh no its not. do you reaalise how horrible messed up that is? lern to do yourown scripts if you want to make sp maps


Jay2645
Joined: Mar 29, 2007

Cortana saw you naked.


Posted: Jun 11, 2007 07:32 PM    Msg. 4 of 7       
First off, this isn't a map, it's a mod. There's a difference.
Also, if you want to open up B30.scenario in notepad and take a look at it, then you can try to sort it out for yourself. I was trying to piece together as much salvageable stuff as possible.
I would learn to write scripts, and I have looked at tutorials, and they are one of two things:
Confusing and use big words, or
Fuzzy.

Now, if someone would make a good tutorial that can do that, then I would gladly learn. Why don't you make it, Donut? Because from your tone, I'm sure you know everything about scripting.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Jun 11, 2007 07:47 PM    Msg. 5 of 7       
buddy dont get cockey with me. im just saying that sp maps require alot of knowlege in scripting. you want my help? dont be an ass and youll get it
edit: sorry man, you didnt derseve that. if yo want to make a mod of an sp map, the scripts are already compiled in the scenario
Edited by Donut on Jun 11, 2007 at 07:49 PM


Jay2645
Joined: Mar 29, 2007

Cortana saw you naked.


Posted: Jun 11, 2007 08:36 PM    Msg. 6 of 7       
Ah, OK. The Pelicans currently fly underwater, and the hog drops off in the wrong spot. Maybe I can fix that, I just need to take a look.


Tuwdburgaler
Joined: Dec 14, 2006

Leadfoot


Posted: Jun 12, 2007 03:10 AM    Msg. 7 of 7       
depending on your knowledge of scripts and your knoledge of your friends knowledge of scritps it could me more beneficial to get your own damned peanut ={D anre remake the script

 

 
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