hexthat has contributed to 13 posts out of 465278 total posts
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I get
error: Connection terminated. Reconnect?
=[ I really wanted to upload this, would someone do it for me please?
fogg_maps download: http://www.mediafire.com/download/805mxby3bvw628q/fogg_maps.zip
too many errors
first of all i cant run that at start up cause it would not go with game-play, so i could make it a static script but it loads the last check point for the map fogg so that doesnt go with gameplay either
~edit add i got the fogg_impossy map size down to 1.04mb
is there a way to delete all checkpoints? Edited by hexthat on Nov 22, 2013 at 01:23 AM
say i loaded a map on normal then got a check point and decided i want to play it on hard and reload the map it starts it over but if i change it back to normal it loads the check point i had saved while it was playing normal, if i change it back to hard it would load the last check point i got on hard
it stores more then more then one check point which is very very strange Edited by hexthat on Nov 23, 2013 at 12:01 PM
i guess it does that so if you keep dying at one checkpoint it will load the second to last checkpoint Edited by hexthat on Nov 23, 2013 at 12:02 PM
How do I get the map to reset and play as legendary without loading a different map? I could only get it working by making a 2.42mb map with a small script in it to work the way I wanted.
Map Name:Fogg
(script static "unit" player0 (unit (list_get (players )0 )))
(script static "unit" player1 (unit (list_get (players )1 ))) (script static "void" end_fogg (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (game_won) (sleep 30) (quit) )
(script static "void" hudmsg1 (show_hud_help_text true) (hud_set_help_text obj1) (hud_set_objective_text obj1) (sleep 200) (show_hud_help_text false) )
(script static "void" hudmsg3 (show_hud_help_text true) (hud_set_help_text obj3) (enable_hud_help_flash true) (sleep 120) (enable_hud_help_flash false) (show_hud_help_text false) (sleep 27) (map_name fogg_impossy) )
(script static "void" hudmsg4 (show_hud_help_text true) (hud_set_help_text obj4) (enable_hud_help_flash true) (sleep 200) (enable_hud_help_flash false) (show_hud_help_text false) (sleep 33) (end_fogg) )
(script static "void" hudmsg2 (if (= (game_difficulty_get_real) impossible) (hudmsg4) (begin (show_hud_help_text true) (hud_set_help_text obj2) (enable_hud_help_flash true) (sleep 120) (enable_hud_help_flash false) (show_hud_help_text false) (hudmsg3))) )
(script static "void" hudmsg5 (show_hud_help_text true) (hud_set_help_text obj5) (sleep 150) (show_hud_help_text false) )
(script static "void" lift_cutscene (player_enable_input 0) (camera_control 1) (volume_teleport_players_not_inside move_c1_b40_lift1600 recorded_cortana_lift_spot) (player_enable_input 0) (recording_play (player0 ) cortana_lift ) (player_enable_input 0) (cinematic_start) (cinematic_show_letterbox 0) (camera_set cam5 25) (sleep 25) (camera_set cam6 20) (sleep 20) (camera_set cam7 30) (sleep 30) (camera_set cam8 36) (sleep 130) (camera_control 0) (cinematic_stop) (game_save) (object_create c1_lift_smalldoor) (volume_teleport_players_not_inside move_c1_b40_lift1600 recorded_cortana_lift_spot2) )
(script static "void" hunt_cutscene (camera_control 1) (player_enable_input 0) (cinematic_start) (cinematic_show_letterbox 1) (camera_set cam9 0) (sleep 35) (cinematic_set_title_delayed chapter_hunt 1.6) (print "It's just one hunter..." ) (camera_set cam10 60) (sleep 60) (camera_set cam11 40) (sleep 40) (camera_set cam12 30) (sleep 30) (camera_set cam13 30) (sleep 30) (camera_set cam14 30) (sleep 30) (camera_set cam15 30) (sleep 30) (cinematic_show_letterbox 0) (camera_control 0) (player_enable_input 1) (cinematic_stop) )
(script static "void" b3a_hunt_test (sleep_until (volume_test_objects_all b3a_hunt_trigger (players)) 12) (if (> (ai_living_count b3_encountA) 0) (begin (activate_team_nav_point_object default_red player (list_get (ai_actors b3_encountA) 0) 0.6) (hudmsg5) (sleep_until (= (ai_living_count b3_encountA) 0) 15) (deactivate_team_nav_point_object player (list_get (ai_actors b3_encountA) 0)) (device_set_power b3a_doolsmall 1) ) (device_set_power b3a_doolsmall 1)) )
(script static "void" floor_1b_title (cinematic_show_letterbox 1) (cinematic_set_title_delayed chapter_1b 1.2) (sleep 200) (cinematic_show_letterbox 0) )
(script static "void" floor_6c_title (cinematic_show_letterbox 1) (cinematic_set_title_delayed chapter_6c 1.2) (sleep 200) (cinematic_show_letterbox 0) )
(script static "void" floor_1a_title (cinematic_show_letterbox 1) (cinematic_set_title_delayed chapter_1a 1.2) (sleep 200) (cinematic_show_letterbox 0) )
(script startup startup_cutscene (player_enable_input 0) (camera_control 1) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_set_title_delayed chapter_start 1.4) (camera_set cam3 30) (sleep 60) (sound_impulse_start "sound\dialog\a30\a30_010_cortana" none 1 ) (camera_set cam1 70) (sleep 50) (device_group_set tele_spot 0) (sleep 50) (volume_teleport_players_not_inside tely recorded_Start) (camera_set cam2 90) (sleep 90) (camera_control 0) (cinematic_stop) (print "And... and I'm... I'm real. I'm a real girl!" ) (hudmsg1) (game_save) )
(script startup fogg_startup ;;START AT BSP 5 (switch_bsp 5) ; ;;C1 STAGE A (sleep_until (volume_test_objects_all c1_encounterA_trigger (players)) 12) (player_enable_input 0) (camera_control 1) (volume_teleport_players_not_inside recorded_trigger1 recorded_spot) (cinematic_start) (cinematic_show_letterbox 1) (if (= (game_difficulty_get_real) impossible) (begin (cinematic_set_title_delayed new_weapon 1.2) (print "Cortana: New special ordnance, ...synthesizing weapon." ) )) (camera_set cam4 5) (sleep 110)
(if (= (game_difficulty_get_real) impossible) (begin (player_add_equipment (player0 )cor_mag_pro true ) (player_add_equipment (player1 )cor_mag_pro true ) ) (begin (player_add_equipment (player0 )cor_mag_noob true ) (player_add_equipment (player1 )cor_mag_noob true ) )) (sleep 70) (camera_control 0) (ai_place c1_encountA) (cinematic_stop) (game_save) ; ;;BRING LIFT TO ME (sleep_until (volume_test_objects_all move_c1_b40_lift1600 (players))) (device_set_position c1_b40_lift1600 0) (sleep_until (and (volume_test_objects_all recorded_cortana_lift (players)) (> (list_count (players)) 0)) 12) (lift_cutscene) ; ;;C1 STAGE B (sleep_until (volume_test_objects_all c1_encounterB_trigger (players)) 12) (ai_place c1_encountB) (floor_1b_title) (game_save) ; ;;B5 STAGE A (sleep_until (volume_test_objects_all tely (players)) 12) (ai_place b5_encountA) (game_save) ; ;;B5 STAGE B (sleep_until (volume_test_objects_all b5_encounterB_trigger (players)) 12) (ai_place b5_encountB) (game_save) ; ;;B3 STAGE A (sleep_until (volume_test_objects_all b3_encounterA_trigger (players)) 12) (ai_place b3_encountA) (game_save) (sleep_until (volume_test_objects_all close_b3_opened1 (players)) 12) (sleep_until (> (list_count (players)) 0) 5) (hunt_cutscene) (b3a_hunt_test) (sleep_until (volume_test_objects_all b3_b40_lift_trigger (players)) 12) (ai_place b3_encountB) (floor_6c_title) ; ;;A2 STAGE (sleep_until (volume_test_objects_all a2_encounterA_trigger (players)) 12) (ai_place a2_encountA) (sleep_until (volume_test_objects_all a2_b40_lift_trigger (players)) 12) (ai_place a2_encountB) (floor_1a_title) (game_save) ; ;;A3 STAGE (sleep_until (volume_test_objects_all a3_encounter_trigger (players)) 12) (ai_place a3_encount) (game_save) (sleep 50) (sleep_until (= (ai_living_count a3_encount) 0) 12) (hudmsg2) ; )
(script startup DOOR_CLOSE ;;CO-OP CHECK (sleep 100) (sleep_until (!= (game_is_cooperative) (> (list_count (players)) 0)) 30) ; ;;CLOSE DOOR 1 (sleep_until (volume_test_objects_all close_c1_opened1 (players)) 12) (device_set_position_immediate c1_opened1 0) (device_set_power c1_opened1 0) (game_save) ; ;;CLOSE DOOR 2 (sleep_until (volume_test_objects_all close_b5_opened2 (players)) 12) (device_set_position_immediate b5_opened2 0) (device_set_power b5_opened2 0) (game_save) ; ;;CLOSE DOOR 3 (sleep_until (volume_test_objects_all close_b3_opened1 (players)) 12) (device_set_position_immediate b3_opened1 0) (device_set_power b3_opened1 0) (game_save) ; ;;CLOSE DOOR 4 (sleep_until (volume_test_objects_all close_b4_opened1 (players)) 12) (device_set_position_immediate b4_opened1 0) (device_set_power b4_opened1 0) (game_save) ; ;;CLOSE DOOR 5 (sleep_until (volume_test_objects_all close_a2_opened2 (players)) 12) (device_set_position_immediate a2_opened2 0) (device_set_power a2_opened2 0) (game_save) ; ;;CLOSE DOOR 6 (sleep_until (volume_test_objects_all close_a3_opened1 (players)) 12) (device_set_position_immediate a3_opened1 0) (device_set_power a3_opened1 0) (game_save) ; )
(script continuous level_jumping (if (= (device_group_get stob5) 1) (begin (device_group_set_immediate stob5 0) (switch_bsp 4) (volume_teleport_players_not_inside tely bsp5tele) (ai_erase_all) (game_save))) (if (= (device_group_get stob3) 1) (begin (device_group_set_immediate stob3 0) (switch_bsp 2) (volume_teleport_players_not_inside tely bsp2tele) (ai_erase_all) (game_save))) (if (= (device_group_get stob4) 1) (begin (device_group_set_immediate stob4 0) (switch_bsp 3) (volume_teleport_players_not_inside tely bsp3tele) (ai_erase_all) (game_save))) (if (= (device_group_get stoa2) 1) (begin (device_group_set_immediate stoa2 0) (switch_bsp 0) (volume_teleport_players_not_inside tely bsp0tele) (ai_erase_all) (game_save))) (if (= (device_group_get stoa3) 1) (begin (device_group_set_immediate stoa3 0) (switch_bsp 1) (volume_teleport_players_not_inside tely bsp1tele) (ai_erase_all) (game_save))) )
Map Name:fogg_impossy
(script startup fogg_impossy (game_difficulty_set impossible) (map_name fogg) )
thank you, what does the player biped become part of at death?
im new to scripting and i couldnt get the "and" to work with sleep_until so i just added another sleep_until after the first
(sleep_until (volume_test_objects_all recorded_cortana_lift (players))) (sleep_until (> (list_count (players)) 0))
how do you join the two?
i tried
(sleep_until (volume_test_objects_all recorded_cortana_lift (players)) and (> (list_count (players)) 0))
but it asks for a short so i tried
(sleep_until (volume_test_objects_all recorded_cortana_lift (players)) 12 and (> (list_count (players)) 0))
then it asks for a long.... well i just adding another sleep_until worked out but i couldnt get the "and" function to work with sleep_until Edited by hexthat on Nov 8, 2013 at 11:48 AM
i guess the biped doesnt changed to anything it just cant play animations when dead Edited by hexthat on Nov 8, 2013 at 01:57 PM
(script static "unit" player0 (unit (list_get (players )0 )))
(script static "unit" player1 (unit (list_get (players )1 )))
(script static "void" hudmsg1 (show_hud_help_text true) (hud_set_help_text obj1) (hud_set_objective_text obj1) (sleep 200) (show_hud_help_text false) )
(script static "void" hudmsg2 (show_hud_help_text true) (hud_set_help_text obj2) (sleep 200) (show_hud_help_text false) )
(script static "void" lift_cutscene (player_enable_input 0) (volume_teleport_players_not_inside move_c1_b40_lift1600 recorded_cortana_lift_spot) (player_enable_input 0) (recording_play (player0 ) cortana_lift ) (player_enable_input 0) (camera_control 1) (cinematic_start) (cinematic_show_letterbox 0) (camera_set cam5 25) (sleep 25) (camera_set cam6 20) (sleep 20) (camera_set cam7 30) (sleep 30) (camera_set cam8 36) (sleep 130) (camera_control 0) (cinematic_stop) (object_create c1_lift_smalldoor) (volume_teleport_players_not_inside move_c1_b40_lift1600 recorded_cortana_lift_spot2)
)
(script startup startup_cutscene (player_enable_input 0) (camera_control 1) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_set_title_delayed chapter_start 1.4) (camera_set cam3 30) (sleep 30) (sound_impulse_start "sound\dialog\a30\a30_010_cortana" none 1 ) (sleep 30) (camera_set cam1 70) (sleep 50) (device_group_set tele_spot 0) (sleep 50) (volume_teleport_players_not_inside tely recorded_Start) (camera_set cam2 90) (sleep 90) (camera_control 0) (cinematic_stop) (print "And... and I'm... I'm real. I'm a real girl!" ) (hudmsg1) (game_save) )
(script startup fogg_startup ;;START AT BSP 5 (switch_bsp 5) ; ;;C1 STAGE (sleep_until (volume_test_objects_all c1_encounters_trigger (players)) 12) (player_enable_input 0) (camera_control 1) (volume_teleport_players_not_inside recorded_trigger1 recorded_spot) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_set_title_delayed new_weapon 0.8) (print "Cortana: New special ordnance, ...synthesizing weapon." ) (camera_set cam4 5) (sleep 110) (player_add_equipment (player0 )cor_mag_pro true ) (player_add_equipment (player1 )cor_mag_pro true ) (sleep 70) (camera_control 0) (ai_place c1_encountA) (cinematic_stop) (game_save) ; ;;CLOSE DOOR 1 (sleep_until (volume_test_objects_all close_c1_opened1 (players)) 12) (device_set_position_immediate c1_opened1 0) (device_set_power c1_opened1 0) (game_save) ; ;;BRING LIFT TO ME (sleep_until (volume_test_objects_all move_c1_b40_lift1600 (players))) (device_set_position c1_b40_lift1600 0) (sleep_until (volume_test_objects_all recorded_cortana_lift (players))) (lift_cutscene) ; ;;CLOSE DOOR 2 (sleep_until (volume_test_objects_all close_b5_opened2 (players)) 12) (device_set_position_immediate b5_opened2 0) (device_set_power b5_opened2 0) ; ;;CLOSE DOOR 3 (sleep_until (volume_test_objects_all close_b3_opened1 (players)) 12) (device_set_position_immediate b3_opened1 0) (device_set_power b3_opened1 0) ; ;;CLOSE DOOR 4 (sleep_until (volume_test_objects_all close_b4_opened1 (players)) 12) (device_set_position_immediate b4_opened1 0) (device_set_power b4_opened1 0) ; ;;CLOSE DOOR 5 (sleep_until (volume_test_objects_all close_a2_opened2 (players)) 12) (device_set_position_immediate a2_opened2 0) (device_set_power a2_opened2 0) ; ;;CLOSE DOOR 6 (sleep_until (volume_test_objects_all close_a3_opened1 (players)) 12) (device_set_position_immediate a3_opened1 0) (device_set_power a3_opened1 0) ; )
(script continuous level_jumping (if (= (device_group_get stob5) 1) (begin (device_group_set_immediate stob5 0) (switch_bsp 4) (volume_teleport_players_not_inside tely bsp5tele))) (if (= (device_group_get stob3) 1) (begin (device_group_set_immediate stob3 0) (switch_bsp 2) (volume_teleport_players_not_inside tely bsp2tele))) (if (= (device_group_get stob4) 1) (begin (device_group_set_immediate stob4 0) (switch_bsp 3) (volume_teleport_players_not_inside tely bsp3tele))) (if (= (device_group_get stoa2) 1) (begin (device_group_set_immediate stoa2 0) (switch_bsp 0) (volume_teleport_players_not_inside tely bsp0tele))) (if (= (device_group_get stoa3) 1) (begin (device_group_set_immediate stoa3 0) (switch_bsp 1) (volume_teleport_players_not_inside tely bsp1tele))) )
when i die it plays a static script "lift_cutscene" but without the biped and i would like just normal death cam stuff you know???
i tried .hmt and same thing i get an error in the tool saying "Couldn't read map file './toolbeta.map'" i must still be doing something wrong
blah is there a tutorial other then the Polamee's SP tutorial?
edit add~ .hmt worked thank you i guess i had it named .hmt.txt Edited by hexthat on Nov 5, 2013 at 06:46 PM
i made a txt file encoded with unicode and named 'hud messages' in data\levels\""
the tool command is not doing anything
for the path i have it at 'levels\""' and scenario is ""
*replace all "" with mapname
so is the encoded txt file supposed to have a different extension instead of txt maybe hsc or something?
thanks man i didnt know about the stringlist editor and now i changed the names of my controls =]
edit add~ the V2 of the app doesnt work for me so maybe that is your problem if your using the stringlist editor
Edited by hexthat on Nov 4, 2013 at 05:02 PM
for the biped thing im pretty sure its the animation
Edited by hexthat on Nov 5, 2013 at 09:37 AM
yeah i did player 0 and 1 so that if anyone converts it to xbox and plays co-op all the scripts and stuff will still work correctly with out any modifications
i still neeed some help with http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=44411
im having trouble using the custom name function on controls in sapian
i dont use OS but here is a script im having a hard time with along with any other that has <unit> ive tried ;players,player0,player1,player2 but they are not me so idk what player i am nor does the "players" show any output so WTF...
(player_add_equipment <unit> <starting_profile> <boolean>)
edit add~
I got it to work by looking threw a10 ce script. you have to add some static scripts for this code to work they way i wanted and they are
(script static "unit" player0 (unit (list_get (players )0 )))
(script static "unit" player1 (unit (list_get (players )1 ))) Edited by hexthat on Nov 4, 2013 at 11:17 AM
the scripts work 100%
the problem is in the game it says "Press "" to touch device <need a string entry here>
i dont know how to make custom names for stuff
edit add~ i got the custom names to work 100% now im very busy with encounters Edited by hexthat on Nov 7, 2013 at 10:27 AM
its h3 cortana biped with fp edited to halo 1 cortana shaders, i want it played as 3rd person but i dont know how to do that yet, i use STL hack to be 3rd
yeah im using 'Some guy from Halo General's h2 tags
edit add ~i made a custom weapon with cortana shaders for her to start with and its an ageless plasma weapon that looks like the plasma pistol a bit
Edited by hexthat on Nov 7, 2013 at 10:26 AM
I would like some help when I get stuck cause it took me two days just to put together multiple bsp and then fill them with devices and stuff for getting to the other bsp
here is the script i made to do that
(script static "unit" player0 (unit (list_get (players )0 )))
(script static "unit" player1 (unit (list_get (players )1 )))
(script static "void" hudmsg1 (show_hud_help_text true) (hud_set_help_text obj1) (hud_set_objective_text obj1) (sleep 200) (show_hud_help_text false) )
(script static "void" hudmsg2 (show_hud_help_text true) (hud_set_help_text obj2) (sleep 200) (show_hud_help_text false) )
(script startup startup_cutscenes (player_enable_input 0) (camera_control 1) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_set_title_delayed chapter_start 1.0) (camera_set cam3 30) (sleep 15) (sound_impulse_start "sound\dialog\a30\a30_010_cortana" none 1 ) (sleep 30) (camera_set cam1 70) (sleep 50) (device_group_set tele_spot 0) (sleep 50) (volume_teleport_players_not_inside tely recorded_Start) (camera_set cam2 90) (sleep 90) (camera_control 0) (cinematic_stop) (print "Cortana: Using this section of Halo's structure I can physically manifest." ) (hudmsg1) )
(script startup fogg_startup ;;START AT BSP 5 (switch_bsp 5) ; ;;C1 STAGE (sleep_until (volume_test_objects_all c1_encounters_trigger (players)) 12) (player_enable_input 0) (camera_control 1) (volume_teleport_players_not_inside recorded_trigger1 recorded_spot) (cinematic_start) (cinematic_show_letterbox 1) (cinematic_set_title_delayed new_weapon 0.8) (print "Cortana: New special ordnance, ...synthesizing weapon." ) (display_scenario_help 1) (camera_set cam4 5) (sleep 110) (player_add_equipment (player0 )cor_mag_pro true ) (player_add_equipment (player1 )cor_mag_pro true ) (sleep 70) (camera_control 0) (ai_place c1_encountA) (cinematic_stop) ; ;;CLOSE DOOR 1 (sleep_until (volume_test_objects_all close_c1_opened1 (players)) 12) (device_set_position_immediate c1_opened1 0) (device_set_power c1_opened1 0) ; ;;BRING LIFT TO ME (sleep_until (volume_test_objects_all move_c1_b40_lift1600 (players))) (device_set_position c1_b40_lift1600 0) ;(recording_play Cortana chief_walk_2 ) ; ;;CLOSE DOOR 2 (sleep_until (volume_test_objects_all close_b5_opened2 (players)) 12) (device_set_position_immediate b5_opened2 0) (device_set_power b5_opened2 0) ; ;;CLOSE DOOR 3 (sleep_until (volume_test_objects_all close_b3_opened1 (players)) 12) (device_set_position_immediate b3_opened1 0) (device_set_power b3_opened1 0) ; ;;CLOSE DOOR 4 (sleep_until (volume_test_objects_all close_b4_opened1 (players)) 12) (device_set_position_immediate b4_opened1 0) (device_set_power b4_opened1 0) ; ;;CLOSE DOOR 5 (sleep_until (volume_test_objects_all close_a2_opened2 (players)) 12) (device_set_position_immediate a2_opened2 0) (device_set_power a2_opened2 0) ; ;;CLOSE DOOR 6 (sleep_until (volume_test_objects_all close_a3_opened1 (players)) 12) (device_set_position_immediate a3_opened1 0) (device_set_power a3_opened1 0) ; )
(script continuous level_jumping (if (= (device_group_get stob5) 1) (begin (device_group_set_immediate stob5 0) (switch_bsp 4) (volume_teleport_players_not_inside tely bsp5tele))) (if (= (device_group_get stob3) 1) (begin (device_group_set_immediate stob3 0) (switch_bsp 2) (volume_teleport_players_not_inside tely bsp2tele))) (if (= (device_group_get stob4) 1) (begin (device_group_set_immediate stob4 0) (switch_bsp 3) (volume_teleport_players_not_inside tely bsp3tele))) (if (= (device_group_get stoa2) 1) (begin (device_group_set_immediate stoa2 0) (switch_bsp 0) (volume_teleport_players_not_inside tely bsp0tele))) (if (= (device_group_get stoa3) 1) (begin (device_group_set_immediate stoa3 0) (switch_bsp 1) (volume_teleport_players_not_inside tely bsp1tele))) )
so far i got interior of b40 with some atmosphere fog
im using the h2 globals
edit add ~i made a new fp and im using cortana for the player
update
Edited by hexthat on Nov 7, 2013 at 10:24 AM
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