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Posted: Mon Nov 06, 2006 9:40 pm
by n64nerd
that script can also be found, along with others (player1, weather, etc.) in some maps like gemini.

Posted: Mon Nov 06, 2006 10:34 pm
by ali954
for some reason this wont compile

Code: Select all

(script continuous beast_mode
  (begin
   (sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 1)
   (player_effect_set_max_rotation 0 1 0.5) 
   (player_effect_set_max_rumble 1 0.75) 
   (player_effect_start 0.25 2)    
   (object_set_scale 1.5)
   (object_cannot_take_damage (player0))
   (sleep 400)
   (object_can_take_damage (player0))
   (sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 0)
   (object_set_scale 1)
   (player_effect_stop)
  )
)

Posted: Mon Nov 06, 2006 11:49 pm
by SingingBlaze
Hey do you reckon someone would know how to make a script that makes it so whenever someone on Team A dies they change to Team B? Something like that for the gametype zombie.

Also how about one that changes assault to a CS like sort of game so when one player dies they have to wait until the end of the game to respawn? Thanks for the help.

Posted: Tue Nov 07, 2006 6:16 pm
by n64nerd
oy...
Are you people sure you use the local objects reflexive? There's a tutorial in the tut section about scirpt objects, and I haven't found any maps with local objects in them yet. Does anyone know of any? I'll keep searching.
EDIT: nm, it isn't defined in my scnr plugin, so it wasn't originally shown.

Posted: Tue Nov 07, 2006 7:24 pm
by slayer410
"Local Objects" is a more precise name than "Script Objects".

Posted: Tue Nov 07, 2006 7:39 pm
by n64nerd
Doesn't really matter anyways, my map won't load because of all the things like control placement and local objects I'm adding...

Posted: Wed Nov 08, 2006 5:10 am
by turk645
SingingBlaze wrote:Hey do you reckon someone would know how to make a script that makes it so whenever someone on Team A dies they change to Team B? Something like that for the gametype zombie.

Also how about one that changes assault to a CS like sort of game so when one player dies they have to wait until the end of the game to respawn? Thanks for the help.
seeing as how scripts werent really ment for MP im going to say no.

Posted: Wed Nov 08, 2006 9:09 am
by Enlighten3d-one
SingingBlaze wrote:Also how about one that changes assault to a CS like sort of game so when one player dies they have to wait until the end of the game to respawn? Thanks for the help.
you dont need a script for that :? just make it one life in the game options

Posted: Wed Nov 08, 2006 5:14 pm
by snakejknight
Agent ME wrote:
Hawaiian Modder wrote:

Code: Select all

(script continuous Game_Restart 
  (begin 
   (sleep 500) 
   (game_revert)
  )
)
The command "map_reset" would probably work better, and probably be SLC.
do not try this on slc... i tried it and it totaly fucked my 360, it atualy stopped working and i never had any problems w/ it before... when the game restarted on my xbox my 360 froze and will no longer turn back on

Posted: Thu Nov 09, 2006 5:09 am
by Dojorkan
Is it possable to make any allied AI follow you in a SP map with scipting? I'm sure there is, but I dont know crap about making scripts, only editing a few values and string IDs....

Posted: Thu Nov 09, 2006 5:18 am
by turk645
the only thing i can think of is a constant go to player script.

Posted: Thu Nov 09, 2006 2:47 pm
by ali954
well i member seein in some ai tut that the flood infection has a built in script that says go to player and explode when the coords are the same. now idn if u can even access that but if u can u can get it and change it up a lil.

Posted: Fri Nov 10, 2006 3:15 pm
by -DeToX-
ali954 wrote:for some reason this wont compile

Code: Select all

(script continuous beast_mode
  (begin
   (sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 1)
   (player_effect_set_max_rotation 0 1 0.5) 
   (player_effect_set_max_rumble 1 0.75) 
   (player_effect_start 0.25 2)    
   (object_set_scale 1.5)
   (object_cannot_take_damage (player0))
   (sleep 400)
   (object_can_take_damage (player0))
   (sleep_until (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) (unit_has_weapon (unit (list_get (players) 0)) objects\weapons\melee\energy_blade\energy_blade) 0)
   (object_set_scale 1)
   (player_effect_stop)
  )
)
It needs .weapon at the end of the ident. Try that.

Posted: Fri Nov 10, 2006 3:17 pm
by GametagAeonFlux
Is that a script for when you have the Energy Sword, you're invincible, and 1.5x the size? Interesting.

Posted: Fri Nov 10, 2006 3:26 pm
by Poison_of_life
How about someone makes a script so when you open the zanzibar gate a timer starts and 30 seconds later the building is "destroyed", maybe spawning the nuke explosion form metro or something.

Posted: Fri Nov 10, 2006 3:32 pm
by slayer410
Poison_of_life wrote:How about someone makes a script so when you open the zanzibar gate a timer starts and 30 seconds later the building is "destroyed", maybe spawning the nuke explosion form metro or something.
Hehe... look luck with that one...

Posted: Sat Nov 11, 2006 9:44 am
by Dojorkan
Just to try it out and see if it works I tried to make Johnson have Camo on Ouskirts, I added on what is in bold, to the script e1_mars_johnson_main.:
(script dormant e1_mars_johnson_main
(begin
(ai_place e1_mars_johnson)
(object_cannot_die (ai_get_object e1_mars_johnson/johnson0) True)
(ai_set_active_camo e1_mars_johnson/johnson0 True)
(cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_entry)
(sleep_until (and (> (ai_spawn_count e1_cov_inf0_2) 0) (<= (ai_living_count e1_cov_inf0_2) 0)))
(sleep_until (volume_test_objects tv_e1_on_building (ai_actors e1_mars_johnson)) 30 450)
(sleep (ai_play_line e1_mars_johnson/johnson0 ))
(print "they know we're here")
(game_save)
(wake objective0_set)
(sleep_until (> (ai_spawn_count e1_cov_inf1) 0))
(sleep 60)
(ai_play_line e1_mars_johnson/johnson0 )
(sleep_until (> (ai_spawn_count e1_cov_phantom0_0) 0))
(sleep_until g_e1_cov_phantom0_1_arrived)
(sleep 60)
(sleep (ai_play_line e1_mars_johnson/johnson0 ))
(sleep_until g_e1_mars_pelican0_appeared 15)
(cs_run_command_script e1_mars_johnson cs_e1_mars_johnson_finale)
(sleep_until g_e1_mars_pelican0_departing 3 one_minute)
(sleep 20)
(sleep (ai_play_line e1_mars_johnson/johnson0 ))
(wake music_03a_02_start)
)
)
After I do that everything else under its deleted when I look at the script again. causing the game to freeze



Also with e1_mars_inf1... I tried to make the marine invincible using the script johnson uses, and it also feezes. (without using the script I posted above)
(script dormant e1_mars_inf1_main
(begin
(ai_place e1_mars_inf1)
(object_cannot_die (ai_get_object e1_mars_inf1) True)
)
)

I tried using both plaintext and the constructer but i doesnt work.

Posted: Mon Nov 13, 2006 11:38 am
by t_mann05
how exactly do i compile a script from a map, into a different map with soldiers app? I have 1 script in my MP map, and im having trouble compiling a new script to take its place.


please move this back to halo 2 downloads.......no one is coming to this part of the forum to answer questions :( This is a good topic and its going to waste

Posted: Sat Nov 18, 2006 6:48 pm
by uncutshadow
im trying to make a script. is this right:

Code: Select all

(script continuous shield_respawner
 (begin
  (sleep_until (<= (object_get_health scenarios\objects\multi\dune\dune_gate\dune_gate.mach) 0))
  (object_create scenarios\objects\multi\dune\dune_gate\dune_gate.mach)
 )
)

Posted: Sat Nov 18, 2006 6:57 pm
by Munsie
Here's a script to deal damage whenever you shoot, grenade, or melee. It effects all players, I think it would be fun for 4 person split-screen.

Code: Select all

(script continuous damage_script 
   (begin
      (sleep_until (or (player_action_test_vision_trigger)
      (player_action_test_primary_trigger)
      (player_action_test_grenade_trigger)
      (player_action_test_melee))) 
         (damage_players objects\weapons\pistol\magnum\damage_effects\magnum_bullet)
      (player_action_test_reset) 
   )
)