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Viewing User Profile for: FC v3
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Joined: Aug 21, 2011 04:26 AM
Last Post: Aug 30, 2011 03:22 PM
Last Visit: Aug 31, 2011 06:00 PM
Location: Canada
Occupation: Scripting
Interests: Scripting
Your Age: 18
What Games do you play: Halo.
Avatar:
i swear dis should b version 4 keep forgeting pass


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Post Statistics
FC v3 has contributed to 6 posts out of 465278 total posts (0.00%) in 4,170 days (0.00 posts per day).

20 Most recent posts:
Halo CE General Discussion » [WIP]Toten Nacht Aug 30, 2011 03:22 PM (Total replies: 334)

theres always a way. :) yea its a space gap but even if they died proper they bodies would still looked messed on edge lumps if ya know what i mean lol well good luck on your project

Halo CE General Discussion » [WIP]Toten Nacht Aug 30, 2011 06:46 AM (Total replies: 334)

ah yes ai animations/scripts. the game thinks theres nothing there when there is lol.. device/machines(doors) meh. about last one are they alive when there act that way? does all zombies do that?

Halo CE General Discussion » [WIP]Toten Nacht Aug 30, 2011 03:37 AM (Total replies: 334)

~sounds awsome (: well looking forward to thundergun, was waiting for someone to make one. i do give you props for doing map so well. it already seems great as it is

Halo CE Technical / Map Design » returned Aug 21, 2011 10:14 PM (Total replies: 5)

first script works and vehicles but do i do the same for all this is how it looks now:

(script static void beginning
(begin
(begin
(sound_looping_start levels\d20\music\d20_01 none 1.00)
(ai_allegiance player human)
(ai_follow_distance ally 1.00)
(ai_follow_target_players ally))
)

(script static void cutscene
(begin
(sleep_until (volume_test_object trigger_test (list_get (players) 0)) 1)
(cinematic_start)
(camera_control true)
(camera_set cut1 100)
(sleep 50)
(camera_set cut2 100)
(sleep 50)
(camera_set cut3 100)
(sleep 50)
(camera_set cut4 100)
(sleep 50)
(camera_set cut5 100)
(sleep 50)
(camera_set cut6 100)
(sleep 50)
(camera_control false)
(cinematic_set_title intro)
(sleep 275)
(cinematic_stop)
(sound_looping_stop levels\d20\music\d20_01)
(sound_looping_start levels\d20\music\d20_06 none 1.00))))

(script static void vehicles
(begin
(object_create flamehog)
(object_create turret)
(object_create legendary))))

(script static void triggersi
(begin
(sleep_until (volume_test_object trigger_start (list_get (players) 0)) 1)
(begin
(ai_place ally)
(ai_place beach)))))

(script static void triggersii
(begin
(sleep_until (volume_test_object trigger_mid (list_get (players) 0)) 1)
(begin
(game_save)
(ai_place ambush)
(ai_place death)))))

(script static void finish
(begin
(sleep_until (volume_test_object trigger_last (list_get (players) 0)) 1)
(begin
(game_won)))))


all three triggers and the cutscene dont work proper

EDITED: i finally see wuts wrong. i dont know why i messed up badly on this script compared to my others i got a letter wrong srry everyone! thx for the ppl that replied
Edited by FC v3 on Aug 22, 2011 at 12:12 AM

Halo CE Technical / Map Design » returned Aug 21, 2011 09:42 PM (Total replies: 5)

it stills wants a script/variable definition
debug log:

08.21.11 21:38:14 [script line 6] i expected a script or variable definition.: ))
08.21.11 21:38:14 recompiling scripts after scenarios were merged.
08.21.11 21:38:14 i expected a script or variable definition.: ))


but thx i may of overlook that.. did i mention this is a sp map?

Halo CE Technical / Map Design » returned Aug 21, 2011 04:47 AM (Total replies: 5)

i search and search from this site and rechecked myself. i clearly forgot how to script and its driving me nuts. could someone proof read it i bet someone will find the solution that i cant see. plz and thx

(script startup void beginning
(begin
(begin
(sound_looping_start levels\d20\music\d20_01 none 1.00)
(ai_allegiance player human)
(ai_follow_distance ally 1.00)
(ai_follow_target_players ally))))

(script startup void start_cutscene
(begin
(begin
(sleep_until (volume_test_object trigger_test (list_get (players) 0)) 1)
(cinematic_start)
(camera_control true)
(camera_set p1 100)
(sleep 50)
(camera_set p2 100)
(sleep 50)
(camera_set p3 100)
(sleep 50)
(camera_set p4 100)
(sleep 50)
(camera_set p5 100)
(sleep 50)
(camera_set p6 100)
(sleep 50)
(camera_set p7 100)
(sleep 50)
(camera_set p8 100)
(sleep 50)
(camera_control false)
(cinematic_set_title intro)
(sleep 275)
(cinematic_stop)
(sound_looping_stop levels\d20\music\d20_01)
(sound_looping_start levels\d20\music\d20_06 none 1.00))))

(script startup void vehicles
(begin
(begin
(object_create flamehog)
(object_create turret)
(object_create legendary))))

(script startup void triggersi
(begin
(begin
(sleep_until (volume_test_object trigger_start (list_get (players) 0)) 1)
(begin
(ai_place ally)
(ai_place beach)))))

(script startup void triggersii
(begin
(begin
(sleep_until (volume_test_object trigger_mid (list_get (players) 0)) 1)
(begin
(game_save)
(ai_place ambush)
(ai_place unlucky)))))

(script startup void finish
(begin
(begin
(sleep_until (volume_test_object trigger_last (list_get (players) 0)) 1)
(begin
(game_won)))))


what am i doing wrong? heres the debug log

08.21.11 04:23:22 [script line 1] this left parenthesis is unmatched.: (script startup void beginning
08.21.11 04:23:22 recompiling scripts after scenarios were merged.
08.21.11 04:23:22 this left parenthesis is unmatched.: (script startup void beginning

i kept this simple (p.s i didnt mean to spam? i remember my basics but i overlooked this part so many times, i just need a right push in right direction on this topic/scripts for future ref)



EDITED!: alright dont mind the "(begin"s i was messing around and didnt feel like removing the extra "(begins" in my final topic my bad which i shoulda done
Edited by FC v3 on Aug 21, 2011 at 04:49 AM


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