Halo Pc Scripter

Utilities designed primarily for Halo PC.
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Altimit01




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Post by Altimit01 »

Bug sword. I don't make projects in xcode for a very good reason. The only reason I code in RB instead of C++ is because of how simple it is to link a GUI to the code. Decent job conure. Look forward to borrowing the code later.
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Post by Tyler777 »

Altimit01 wrote:Bug sword. I don't make projects in xcode for a very good reason. The only reason I code in RB instead of C++ is because of how simple it is to link a GUI to the code. Decent job conure. Look forward to borrowing the code later.
well i guess i am outa luck... sword hates me so i aint even gona bother with him

well if i gave you C++ code could you make a port of it? to RB
just a thought idk if that can be done but meh i am not gona bother with it i dont understand RB well enough to port the code myself
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Post by cheesey1 »

Impressive, good job, cant wait till you release the injector so i can see what i can do :)
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Post by conure »

....update..............................
So i have been working diligently on my proggie and complaining every day because it just wasn't working, until now. I have just compiled my first script in halo:pc and i am so happy. Heres the script i compiled

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<root>
 <script TypeAttr="0" ReTypeAttr="4" NameAttr="noejec">
  <ScriptCommand Command="set" EngineId="4" ValueType="4">
   <GlobalValue ValueType="5" ExpType="13" Value="-32610" ValueCommand="rider_ejection"/>
   <ScriptValue ValueType="5" Value="false" ExpType="9"/>
  </ScriptCommand>
 </script>
</root>
Which in terms of hsc is

Code: Select all

(script startup noeject
(set rider_ejection false))
Expect a early script compiler in, say, 30 minutes.
Halomods member wrote:tags meta? There is no such thing for Halo PC.
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Patrickh




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Post by Patrickh »

This is amazing, really looking forward to the compiler! You've put a lot of work (and complaining :P ) into this and it's finally paid off!
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Post by halomacmodder »

That is so cool, when are you gonna release the compiler? Or, could you just send me the map with the script in it?

Edit: Whoops! Sorry, didn't read your whole post, sorry! On the other hand, WOOT!
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Post by conure »

Here is the script complier to download.

tutorial
1. Extract a scnr with hmt (or some other meta/xml extractor)
2. open proggie and go file> load scnr
3. paste a halo xml script into the top box
4. hit build
5. rebuild map with the new scnr/xml files

Note: this program was only tested on a bloodgulch scenario (this was for the justice of modding) with the script above, this whole thing may only work with these and probaly only works when you compile 1 script due to not full info on the syntax header. If you encounter any errors please post them here and the script/scenario you used and i will look into fixing that problem.
Attachments
example.zip
mac
(2.93 MiB) Downloaded 22 times
Example-Windows.rar
windows
(1.07 MiB) Downloaded 15 times
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MoDFox





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Post by MoDFox »

Okay, I injected your script:

Code: Select all

<?xml version="1.0" encoding="UTF-8"?> 
<root> 
 <script TypeAttr="0" ReTypeAttr="4" NameAttr="noejec"> 
  <ScriptCommand Command="set" EngineId="4" ValueType="4"> 
   <GlobalValue ValueType="5" ExpType="13" Value="-32610" ValueCommand="rider_ejection"/> 
   <ScriptValue ValueType="5" Value="false" ExpType="9"/> 
  </ScriptCommand> 
 </script> 
</root> 
Into the BG scnr.
Then I clicked build, injected it with HMT then quit hmt and opened HHK and rebuilt and saved. It crashe halo... =\
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Post by conure »

Injecting will inheritantly screw it over because the meta file is larger then the original. As for hhk rebuilding IDK and alt isnt around for me to ask. Doesn't, um, hmt 0.5 have a rebuild screen? I know Cmt# does. Those are what you want to use (or i guess would for a mac).
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Patrickh




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Post by Patrickh »

This is great! only took me like 5 minutes to get a script ingame. amazing

Gephyrphobia confirmed to work ingame :wink:

(now no excuses for not getting it to work :P )
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Post by MoDFox »

conure wrote:Injecting will inheritantly screw it over because the meta file is larger then the original. As for hhk rebuilding IDK and alt isnt around for me to ask. Doesn't, um, hmt 0.5 have a rebuild screen? I know Cmt# does. Those are what you want to use (or i guess would for a mac).
Oh yea, I forgot about HMT 0.5. I think I gotta go re-download it but I'll try.
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Post by conure »

You should tell me how that turns out, but i nthe mean time heres another script for people to compile.

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<root>
 <script TypeAttr="2" ReTypeAttr="4" NameAttr="on_off_wire">
  <ScriptCommand Command="set" EngineId="4" ValueType="4">
   <GlobalValue ValueType="5" ExpType="13" Value="-32754" ValueCommand="rasterizer_wireframe"/>
   <ScriptCommand Command="unit_get_current_flashlight_state" EngineId="135" ValueType="5">
    <ScriptCommand Command="unit" EngineId="23" ValueType="38">
     <ScriptCommand Command="list_get" EngineId="45" ValueType="37">
      <ScriptCommand Command="players" EngineId="29" ValueType="23"/>
      <ScriptValue ValueType="7" Value="0" ExpType="9"/>
     </ScriptCommand>
    </ScriptCommand>
   </ScriptCommand>
  </ScriptCommand>
 </script>
</root>
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Patrickh




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Post by Patrickh »

compiled that script yesterday on sidewinder. It is sooooooooooo awesome. conure, you need to get some major recognition for doing this, I don't think anybody realizes how many doors this opens up...
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Post by reanimation-06 »

So sometime in the future, would it be possible to script moving vehicles with bipeds and such using this tool?
Great job, btw.
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Post by halomacmodder »

What's that new script do? Make everything wireframe? Also, when you rebuild, do you replace the new scenario with the new one, or just make it a new tag? Sorry, I'm not very good at this stuff.
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Post by conure »

Replace. New script links the wireframe mode to the hosts flashlight status.
Also reanimation what you need to do that how you would want would be new animations.
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MoDFox





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Post by MoDFox »

Hey conure, could you explain in a bit more detail how you got the scripts to work? If you have time that is, I can't seem to get it to work. I've tried everything I can thing of.
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Post by Andrew_b »

I realize how many doors this opens.

it opens one door...and that door leads to better mods comming from modders, and this gives halo pc modding a bit longer lifetime.
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Patrickh




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Post by Patrickh »

well, all you do is extract the scenario tag from a map, open it with conures app, enter your xml script into the top part, hit build. then you batch extract your map using any means, replace scnr.meta and scnr.xml with those gererated by conures app, then build it using any means necessary.

By the way, here's a preview of that example of a script you can do... toggled with Q
Attachments
sidewire.jpg
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Post by Main »

Even I'm failing at the map rebuilding step; immediately crashed Halo on startup.
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