im not giving up but i just had a awesome idea :D
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im not giving up but i just had a awesome idea :D
It wants an object name, not an actual object tag definition (tho that hs_doc would be initially misleading to a new comer). Define a vehicle in your scenario, name it (ie, superduper_warthog), then use that name in the script function call. Also, you had an extra parenthesis in your code. Should be the following:
If you adhere to code indention standards you should spot such problems in the futureCode:(script startup hover_hog
(vehicle_hover superduper_warthog true) ; 'superduper_warthog' is the name of a vehicle you have in your scenario
)
oh okay thanks kron
Korn,
I do not see how you name the Hog (the superduper_hog). There is no field to name a vehicle, like there is for scenery.
I opened the warthog.vehicle_collection file and tried the variant name but that was not it.
All object placement definition blocks in the scenario have a reference to an object name block element (representing said object's name). You name the placed objects while in Sapien. You don't name scenario objects while in Guerilla.
Now thats messed up.
Hmm Any way I can add scripts to an already existing non custom level, i/e any level with a pelican?
Learn "some" scripts and globals from heer
I hope you realize what you linked is a Halo 1 scripting bible.
While a majority of those commands work in H2Sapien, it doesnt show the Halo 2 script commands, which is basically what this tutorial is meant for lol