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Me2 has contributed to 34 posts out of 465278 total posts
(.01%) in 5,046 days (.01 posts per day).
20 Most recent posts:
Unfortunately that did not work
01.26.11 00:35:30 [zombies line 7] the value of this expression (in a slot) can never be used.: true)
01.26.11 00:35:30 recompiling scripts after scenarios were merged. 01.26.11 00:35:30 [zombies line 2] this left parenthesis is unmatched.: (script continuous zombified
I am currently having problems with trying to use if statements in scripts, here is my code
(if (= points 5)) (show_hud_help_text true) (hud_set_help_text s1) (sleep 90) (show_hud_help_text false)
The code produces this error
01.25.11 22:30:11 [zombies line 7] i expected (if []).: (if (= points 5))
01.25.11 22:30:11 recompiling scripts after scenarios were merged. 01.25.11 22:30:11 [zombies line 2] this left parenthesis is unmatched.: (script continuous zombified
Can someone please tell me what I am doing wrong?
I am not sure, but I do notice that if I get to far ahead of the marines in a warthog they freeze. Only when they are in a cross-over section do they keep following me.
If I am not mistaken... in the b40 level (Assault on the Control Room) there is a BSP switch and the marines (if you have any) keep following you, as long as they are in the area that both BSPs share in the level. I will help you with the script if you need it.
The trick worked to get the energy shields for the marines, just 2 problems.
1. The shields are continuously showing (doesn't disappear) 2. When the marines still have shields, they still do the being hit animations.
I was just wondering if it is possible to give marines energy shields like the Master Chief. If it is how would I do it?
I am making a Single Player map on Bloodgulch where you have to defend the marines against flood attacks.
1. My AI (all of them) seem to have a extremely delayed reaction to the enemy AI and usually only start attacking after being attack (this mainly applies to the marines). My marines tags are custom but the tags were copied and pasted from the standard ones.
2. I also have a flood finding the marines problem. I have the flood spawning in multiple locations around the map. I am trying to get the flood to follow the marines but instead the generally walk slowly or get in a big jam in the middle.
I am using scripts for the flood following.
I was using this script:
(global short ticks 0) (global short seconds 0) (global short minutes 0)
(script continuous manage_ticks (set ticks (+ ticks 1)) (if (>= ticks 30) (begin (set seconds (+ seconds 1)) (set ticks 0) ) ) (if (>= seconds 60) (begin (set minutes (+ minutes 1)) (set seconds 0) ) ) (hud_set_timer_time minutes seconds) ) Which I found on another topic. I compiled the script with Sapien and I got this error
07.18.09 18:24:46 i expected a script or variable definition.: ÿþ( 07.18.09 18:24:46 recompiling scripts after scenarios were merged. 07.18.09 18:24:46 i expected a script or variable definition.: ÿþ( Can anyone help me? Yes, I want a timer that counts up.
Hello snake2005, I had this problem a while ago and the way you stop the AI from relaxing is by changing their Initial and Return state to "Guarding at Position".
I have been making my own map which is basically box with a hill in the middle. I export my map with Chimp 1.6 (as I am using Gmax) and compile it with tool. Then I add a sky (I don't why because it is an indoor map) and use tool again to add a lightmap. Now I open sapien and I get this http://www.box.net/shared/qm7ghq2ksz My box is completely black even when I move the camera inside the box I see nothing but black. At start I also get the error "Couldn't teleport camera to starting BSP". I would really like some help! Edited by Me2 on Jun 14, 2009 at 05:50 AM
It works, :) Thanks
I have been trying to make a door that opens when the player hits a switch like in the b40 level (Assault on the Control Room) before the player spawns the last wave to get the control room. I would like someone to tell me how to do this for any door. I would like some help! Edited by Me2 on May 28, 2009 at 01:15 AM
Thanks L0d3x, Mythril and Polamee. My grunts are now throwing heaps of grenades!!! :)
@Ethereial - Have you ever played Halo Custom Edition? Have you ever made your own map? If so you may have noticed that no one throws grenades (except for the player).
Does anyone know how to get the AI to throw grenades at the enemy in Halo CE? I do suspect this has to be done in the process of making a map.
Does anyone know how to get the AI to throw grenades?
I have been trying to create hud messgaes for my Single Player that I am making but Tool doesn't seem to create the hud_messages_text tag when I try to compile the hud messages.hmt file.
Instead of giving me solutions that may or may not work I would like a detailed explanation on how to create Hud Messages.
I don't think Tool is creating a tag in my map directory. I just get this output from tool Couldn't read map file './toolbeta.map'
Anything else? My sapien just crashed again.
I am using Polamee’s Single Player tutorial but ran into a problem when tried to make HUD messages. I am not sure what I am doing wrong so can I have a more detailed explanation on this.
I did compile the scripts and there are the correct firing positions but they won't follow me unless there are enemies near by that I am shooting at or the enemy is shooting me. But I need them to follow me no matter the situation is. Even if I am going back to collect some ammo.
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