Ermac has contributed to 765 posts out of 465278 total posts
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Quote: --- Original message by: SquishyPon3I have been attempting to set up some simple encounters but I have been having trouble with setting the allegiance through script. (script startup basicsript (ai_allegiance player human) (fade_in 0 0 0 200) (ai_disregard (players) true) )
Here is what I have set up. I added the fade to debug and confirm it works. The script compiles correctly in sapien and indeed the screen does fade. My problem though is the allegiance does not seem to work neither from human / player. As a test case I tried human / covenant and that did not work either (these teams are correctly set in their respective "encounters" as far as I can tell). Additionally as another debug bit I tried the ai_disregard command but it seemed the ai would still fight the player. Could it be that changes with the MCC version in multiplayer maps has changed something about the relationships or am I missing something super simple? If you have any insight I would love the help!
If I remember correctly, allegiance scripts do not work in multiplayer.
Are you looking to have them drive along a scripted path?
Try holding both the left and right mouse button down and then moving the camera.
Move those AI actors from the encounter they are in in the first BSP into an encounter in the 2nd BSP using the ai_migrate command, and teleport them to their new starting points.
Hm. Does the debug tell you which line it was? I'm looking through the script now to see if I can see the error.
If not, that error should also show up when you attempt to compile it in Sapien, and I know for a fact that Sapien will tell you which line it is.
EDIT: Tried this suggestion I had here, did not work. Will continue working with it. Edited by Ermac on Oct 20, 2012 at 01:29 AM
I've never seen that error before...
What are the formats of the sounds you put in? Sound rate, all that.
Quote: --- Original message by: ReconNinja117 The directory should be "data/levels/mapnamehere/scripts," shouldn't it? That's where it is right now. Does it need to be in the "test" folder if it's a multiplayer map? Anyway, the script is supposed to make additional vehicles spawn so I can have more than 6 different kinds. In case you didn't read this earlier, this map is a mod of Extinction, so I used a recently released script extractor to obtain the original map's scripts (since they obviously work). I made sure the object names matched those in the scripts so they theoretically would be compatible.
I read it but I've never used the script extractor, or even knew of its existence for that matter. Edited by Ermac on Oct 17, 2012 at 07:53 PM
Quote: --- Original message by: wafflesQuote: --- Original message by: kirby_422 It directly mentions the seat. Do all of your seats have names? ignore the comments about the animation tag itself, its the seats.
Waffles does not know what he's talking about. When Halo refers to "seats" it doesn't always mean seats on a vehicle.
L28's advice is correct, follow his advice.
Longest continuous sound (without splitting it into permutations) is ~1:15. Not sure what the actual limit is.
Something, most likely the very first field you see in your animation tag, is referencing an option that does not exist (hence the -1). Go into your animation tag and switch it to one that does exist.
Is the script file in the proper folder?
What are you trying to get the script to do?
Note that your biped's mouth will not move when they speak if you have it like that, and with the sound type set to projectile_impact, the sound will not be easily heard (unless you adjust the minimum and maximum distance for hearing). Following my instructions would have fixed that issue.
That's what the "mouth data" is for, hence teh_lag's post there.
The rate is not the problem. That error is telling you that the sound compiled with no mouth data.
Compile the sound. Open the sound tag, select UNIT_DIALOG for sound type, then compile the sound again. Tool will then compile the sound with mouth data. Edited by Ermac on Oct 8, 2012 at 10:50 AM
Not a sound card issue. That first error is quite common - I get it all the time on my old computer.
The last line there is what is important. The gain on ALL sounds must be greater than 0 but less than 1. Unfortunately they don't tell you which sound tag is the offender, so you have to do that search yourself.
EDIT: I just dealt with this same error myself. Sapien was throwing errors for the heck of it. Have you tried restarting your computer? Edited by Ermac on Sep 30, 2012 at 10:33 AM
Quote: --- Original message by: Delicon20
09.17.12 22:18:42 sapien pc 01.00.09.0620 ---------------------------------------------- 09.17.12 22:18:42 reference function: _write_to_error_file 09.17.12 22:18:42 reference address: 401b13 09.17.12 22:18:42 CreateDevice succeeded with refresh rate = 0 09.17.12 22:18:42 Sound card doesn't meet minimum hardware requirements. Disabling hardware option. 09.17.12 22:18:42 Increasing sound decompression buffer size to 1048576 bytes 09.17.12 22:18:47 local player 0, weapon (0x0), deleted unexpectedly 09.17.12 22:18:48 EAX: 0x03C8A000 09.17.12 22:18:48 EBX: 0x00000001 09.17.12 22:18:48 ECX: 0x00000380 09.17.12 22:18:48 EDX: 0x00038E00 09.17.12 22:18:48 EDI: 0x0012F1D8 09.17.12 22:18:48 ESI: 0x00000000 09.17.12 22:18:48 EBP: 0x0012F0B0 09.17.12 22:18:48 ESP: 0x0012F0A0 09.17.12 22:18:48 EIP: 0x770D5CD4, C3 8D A4 24 ????? 09.17.12 22:18:48 EXCEPTION halt in \halopc\haloce\source\sound\sound_manager.c,#3304: gain>=0.f && gain<=1.f
if anyone wants to take a crack at why I keep seeing this error with every different tag set I have, be my guest
I'm pretty sure that if I'm the only one getting this error with fresh tagsets then my pc hates me, especially considering I just COMPILED a map successfully
Edited by Delicon20 on Sep 17, 2012 at 11:23 PM
That error is saying that one of your sounds has a gain greater than 1. Start going through your sound tags.
Quote: --- Original message by: DFagent007 Hi I have a question with the music during the game, example script I usually use this, in this case the use of peril sound_looping
(sound_looping_start levels\op_sm1\music\peril none 1.00)
ok now my question is that this sound looping has two sounds: Peril1.sound and Peril2. sound and get the scripts and entered my single player music starts but no sound from the first if not from the peril2.sound when it should be 1 in short starts from the middle of sound_looping
I modify the script or file
Combine those two sounds into one file, and run it through tool. Once you run it through tool, check off "split long sound into permutations" in the sound tag itself, and run it through tool again.
Alternatively, in the tag itself, simply rename "peril2" to "peril1" and your sound will play as it is supposed to.
Guerilla, in the HEK. I don't think it can be done in HMT or HHT. Guerilla is better anyway.
Also, it would be more realistic to set it to quiet. Only enemies within 1/5th of their hearing range (mostly 40 world units, so 8 in this case) will be able to hear it. In other words, you'll have to almost be all the way up on them.
One of the sound tags in that map has a gain over 1. Sapien doesn't like that. Look through the sound tags and see which tag it is.
Hm. Do you know if the tech checked your hard disk for anything that may have failed? Might be a corrupted sector(s) on your hard disk.
Edit: bad grammur Edited by Ermac on Sep 13, 2012 at 01:10 PM
Description of the IRQL_NOT_LESS_OR_EQUAL error:
http://support.microsoft.com/kb/314063
Check your hardware. If it's not anything you're running on your computer (you said memtest and chkdsk didn't turn up anything), it's a hardware issue. Uninstalling programs and System Restore isn't going to help you here.
Did you thoroughly visually inspect your RAM chips? When you ran chkdsk, did you run chkdsk /f? Are you getting any other stop errors other than the page fault and the IRQL errors?
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