Re: Halo Reach Mission 10 Pillar of Autumn
I'll ignore the insult for a second and direct you towards the SP scripting (which includes AI) portion of the big tutorial index thread. Read up on some of that stuff and feel free to ask questions.
It's the "do this for me" part I have an issue with, "tell me how to do this" is perfectly fine
Re: Halo Reach Mission 10 Pillar of Autumn
Quote:
Originally Posted by
Hiralis
well screw u ifafudafi, its my first few machinimas, lay off wudya?
If the rep system was still active I think you would have just gotten -rep bombed for saying that.
And the map you speak of is Extinction.
Mr.Ifafudafj here is an adult mind you, and should be treated like one.
Love you Ifafudafj :)
Re: Halo Reach Mission 10 Pillar of Autumn
i really don't care about that at the moment, i would like some help on making custom vehicles spawn on a modded map. I'm modding bloodgulch but the problem is each time i load the map in-game, the covey gun towers, elephants and brute ghosts won't spawn. I have to do i manually through console. How do i fix this? Do i write it in sapien console? scripting?
Re: Halo Reach Mission 10 Pillar of Autumn
Quote:
Originally Posted by
CodeBrain
If the rep system was still active I think you would have just gotten -rep bombed for saying that.
And the map you speak of is Extinction.
Mr.Ifafudafj here is an adult mind you, and should be treated like one.
Love you Ifafudafj :)
the map i speak of is not extinction, if it was, i'd already be atleast 10 mins into the movie by now. I'm modding a map that has a desert plateau and all i need is a PoA tag to complete. I'm trying Zerowing, renaming it reach_poa_mod.scenario and she will work fingers crossed, but you have to use console to get out of the ship. The Debug camera is what i mean.
Re: Halo Reach Mission 10 Pillar of Autumn
Quote:
Originally Posted by
Hiralis
i really don't care about that at the moment, i would like some help on making custom vehicles spawn on a modded map. I'm modding bloodgulch but the problem is each time i load the map in-game, the covey gun towers, elephants and brute ghosts won't spawn.
Again, the tutorial index is your best bet. Here's the vehicle section; it should have everything you need.
Quote:
Originally Posted by
CodeBrain
Mr.Ifafudafj here is an adult mind you, and should be treated like one.
Love you Ifafudafj :)
<3
Re: Halo Reach Mission 10 Pillar of Autumn
i understand that you are an adult, but in order for me to treat you like an adult, you need to treat me equally, just because you are older than me doesn't me you have a higher status, everyone is equal.
Re: Halo Reach Mission 10 Pillar of Autumn
Quote:
Originally Posted by
Hiralis
the map i speak of is not extinction, if it was, i'd already be atleast 10 mins into the movie by now. I'm modding a map that has a desert plateau and all i need is a PoA tag to complete. I'm trying Zerowing, renaming it reach_poa_mod.scenario and she will work fingers crossed, but you have to use console to get out of the ship. The Debug camera is what i mean.
Then the map you speak of is Bloodgulch, according to your Halomaps post.
Let me tell you right now the following:
One, no actual Pillar of Autumn tag exists for what you would need. There is a Pillar of Autumn scenery tag thats been made, as to where it is I have no idea. It has no insides anyway, from what I can remember.
Bloodgulch is too small for a docked Pillar of Autumn, however since the Covenant Capital Cruiser has never been on the ground, always in the air, that could work.
Additionally I posted the following at Halomaps, incase anyone was curious:
Quote:
His post:
Quote:
I'm modding bloodgulch atm and its coming along really good, with 1 major setback.
Each time the map is loaded in-game the covey gun towers, elephants and brute ghosts don't show, whereas when i load sapien, they're all there. What do i do, delete the objects the rebuild them in sapien console?
My post:
Quote:
There is a limit of 6 vehicles being spawned at a time in a map. No more than 6 can be loaded at a time, unless you script the vehicles in.
Scripting the vehicles in will make it so the vehicles WILL spawn, and they don't count towards the limit.
Make a script (if you don't have one already) and put this line in:
Code:
(script startup create_vehicles
(object_create vehicle1)
(object_create vehicle2)
(object_create vehicle3)
)
Where vehicles 1 to 3 are your vehicles you want to be spawned. You can add more than three, I just stopped at three.
Two commands exist that are similar in naming but are actually different.
"object_create" creates an object, even if the object in question already exist. This makes another of the same vehicle without deleting the old one.
"object_create_anew" will delete any old listed objects present in the map, then spawn that object. This removes an older listed object and creates a new one.
Since this script is a startup script, it doesn't need to do object_create_anew since these objects haven't been made yet.
If someone has the phynum player counting script handy, I could also show a respawning vehicles script, if needed.
Re: Halo Reach Mission 10 Pillar of Autumn
Quote:
Originally Posted by
CodeBrain
Then the map you speak of is Bloodgulch, according to your Halomaps post.
Let me tell you right now the following:
One, no actual Pillar of Autumn tag exists for what you would need. There is a Pillar of Autumn scenery tag thats been made, as to where it is I have no idea. It has no insides anyway, from what I can remember.
Bloodgulch is too small for a docked Pillar of Autumn, however since the Covenant Capital Cruiser has never been on the ground, always in the air, that could work.
Additionally I posted the following at Halomaps, incase anyone was curious:
what program do i use to script
and no i'm not talking about bloodgulch. I'm looking for a map that has a desert flat.
Re: Halo Reach Mission 10 Pillar of Autumn
Quote:
Originally Posted by
Hiralis
don't u script in via guerilla?
Halo 2 Vista does scripting in Guerilla, however Halo Custom Edition does scripts a different way.
This is what you must do in 7 steps (LOLOLOL BUNGIE 7 LOL)
1. Open your level in Sapien (or any level really)
2. Once the level has fully loaded, Press the tilde key (~) while the game window is selected. If done correctly, all sounds/movement should be temporarily stopped while a purple/pink halo text should appear at the bottom left of the game window. This is the console.
3. Type in the following in the console: script_doc
This command will make a file called hs_doc located in the Halo CE Root directory ("C:\Program Files\Microsoft Games\Halo Custom Edition" if using a 32 bit PC or C:\Program Files (x86)\Microsoft Games\Halo Custom Edition if using a x64 bit PC) This is a list of script commands that you can use with Halo CE.
4. Open Notepad.
5. Put that spawning vehicle script I posted above in Notepad. Save it to the following directory: "C:\Program Files\Microsoft Games\Halo Custom Edition\data\levels\test\whateveryourmapiscalled" for x32 bit PC's or "C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\data\levels\test\whateveryourmapiscalled" for x64 bit PC's. Obviously "whateveryourmapiscalled" is what the map name is. MAKE CERTAIN however the tags folder is exactly the same way as the data folder (like, since the map folder in the data folder is in the test folder, the directory for your level in the tags folder is: "C:\Program Files\Microsoft Games\Halo Custom Edition\tags\levels\test\whateveryourmapiscalled" for x32 bit PC's or "C:\Program Files (x86)\Microsoft Games\Halo Custom Edition\tags\levels\test\whateveryourmapiscalled" for x64 bit PC's.
6. If Sapien is closed, reopen it again. If not, continue to step 7.
7. Compile scripts. Save the level. Compile the level with tool.
Re: Halo Reach Mission 10 Pillar of Autumn
i've finished modding the map Zerowing, so thats it for this thread guys :)