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OverHaul of Questions.

Posted: Tue Mar 18, 2008 1:52 pm
by preston566
Well, I believe I have used my far share of topics. And I have alooot of
questions that still have not been answered. I know, I should search,
and believe me, I have :shock: .If I have any more, I'll
just edit into my post. A= Found the Answer, E=Edit

1. How would I make Custom Cutscenes for my map?
2. Would any biped work in Halo? And if so, how would I rig it properly?
I can't say if my way is right. With the envelopes and skeleton and all.
And make it through Tool and/or Guerilla?
3. How can I make working checkpoints?
4. Where would I find a good tutorial to learn how to script?
5. I want my maps to have craazy details. But low Poly, can I use
a bitmap or something to cover that for me? I only know bitmaps.
6. What range of Polygons should I aim for in my map?
E7. When a bomb goes off in my cinematic. how do I shake my screen?
E8. If I attatched some walls, (in order for good UVW) would this create
more polygons? Or create problems even if attached correctly?
E9. Is thier a tutorial on how to make and use Custom Animimations
E10. I want to make a secret weapon. I want it to be a Flag (CTF), and
when I pick it up, all the AI in the map halt, and follow me. Anyway?

This is all I can think of at the moment. But I'm sure that more will come,
so please, don't abandon this topic, check it every now and again.
And I apologize for all the questions, and also because I can't offer an
reward.

with regret,
preston556

Posted: Tue Mar 18, 2008 2:42 pm
by L0d3x
3) and 4) I can cover I think.

For checkpoints simply add a script like this:

(script startup blablablaLOLOLOL
(sleep_until (volume_test_objects trigger(players)) 5)
(game_save)
)

For this to work you'll need a trigger volume, in this example I called it trigger, but you can call it anything you want. Note that this name is also the name of the trigger volume you created in Sapien. To create a trigger volume in Sapien go to game data, trigger volumes, then I think simply right clicking somewhere in the 3D view places one. You can now name it and move it.

The blablablaLOLOLOL, the name of the script, you can choose as well.


As for question 4, I learnt it partially through some scripting guide made by polar bear, though I found that most of the stuff are most easily learnt by experiment. You can find polar bear's tut on the ghosts tutorial archive.

There you can also find how to make custom cinematics, this also makes use of scripts as well.


If you ever want scripting help, feel free to contact me on aim, or preferably msn.


Hope this helped and good luck!

Posted: Tue Mar 18, 2008 3:01 pm
by Cryticfarm
Well, I checked the scriping bible for one, but I have no clue which one :p.

Code: Select all

(cinematic_start) 
^^ For that after you have to specify camera points and at the end to go back to the player I guess you gotta

Code: Select all

(cinematic_stop) 

Code: Select all

(recording_play <unit> 
<cutscene_recording>) 

make the specified unit run the specified 
cutscene recording. 
I guess for a ending you want

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(recording_play_and_delete <unit>
<cutscene_recording>) 

make the specified unit run the s
cutscene recording, deletes the 
when the animation finishes. 
I'm not sure but I guess you have to make it so it checks if the player is in a trigger volume and if it's in, start those? Not sure about this, sorry.

Posted: Tue Mar 18, 2008 4:54 pm
by preston566
lol, your Scripting Bible :lol: ?! I need to find me one of them! Do you know of the place where I could get this? Sorry for the Topic switch all.

Posted: Tue Mar 18, 2008 4:55 pm
by Cryticfarm
It's in the tutorials section I think.

Posted: Tue Mar 18, 2008 5:44 pm
by InvaderVeex
4. Where would I find a good tutorial to learn how to script?

The Campaign scripts. (if that's the sort of scripting you are going for)

Posted: Wed Mar 19, 2008 3:49 am
by Cryticfarm
Scripting bible?