I made this tutorial so you can get the basic gist of how to make scripts in Halo 2 Vista. I did not edit out any mistakes (Patrick, "Gorilla" returns...) because it shouldn't really matter, as long as you can understand it, thats all that matters.
I hope you enjoy it, and I also hope that this can make H2V a little bit more active.
June 14th, 2010, 02:27 PM
Kornman00
Re: Halo 2 Vista Scripting Tutorial
I would totally infract you right now for spreading the initial begin-statement disease if it wasn't for the fact that would be abusing my powers :snmug:
so instead, I -rep.
People, you don't need to place "(begin)" statements at the start of your scripts. This was started by someone unfamiliar with how scripts were compiled but hacked together a halo2 script decompiler anyway. These initial (begin) statements are REDUNDANT.
[/ragequit]
June 14th, 2010, 03:30 PM
Shock120
Re: Halo 2 Vista Scripting Tutorial
If both people had the same map, will the script sync or run for both, since they both have the same startup script?
You can add more than 1 script right?
Great job CodeBrain, the tut is good for a simple thing that not many people were aware of.
Maybe people that are currently making maps will take an interest in this (Kills Alone)...
lol Kornman, it's as though this "begin" has snuck it's way into common scripting knowledge.
June 14th, 2010, 04:02 PM
CodeBrain
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kornman00
I would totally infract you right now for spreading the initial begin-statement disease if it wasn't for the fact that would be abusing my powers :snmug:
so instead, I -rep.
People, you don't need to place "(begin)" statements at the start of your scripts. This was started by someone unfamiliar with how scripts were compiled but hacked together a halo2 script decompiler anyway. These initial (begin) statements are REDUNDANT.
I literally just pulled the gravity hack script from the bottom of the tutorial. I never knew that the begin thing was redundant (even though I don't place them in my scripts anyway)
Edit: This is a quote from said tutorial:
Quote:
...For this tutorial, I’m not going to do the public example that you all know, the zero gravity terminal, mainly because there was too much guesswork involved on my part, and too many mistakes. Therefore, I’m going to walk you through a very similar script on coagulation. The script we will be using looks like:
This tutorial dates back to 2006 though, which is where it could have started. Sorry if I have angered you Korn <_>
June 14th, 2010, 04:58 PM
Kantanomo
Re: Halo 2 Vista Scripting Tutorial
could this be tested to make a model that you cant go through like a fake collision model?
June 14th, 2010, 05:12 PM
Choking Victim
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kantanomo
could this be tested to make a model that you cant go through like a fake collision model?
No, the object needs a collision model for something to collide with it.
June 14th, 2010, 05:50 PM
Kornman00
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by CodeBrain
Korn, this obviously is not my script <_>
Sorry if I have angered you Korn <_>
oh
:gonk:
I'z sryz
June 14th, 2010, 06:07 PM
Shock120
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kornman00
oh
:gonk:
I'z sryz
start by linking to the Bungie scripting Bible that was here somewhere. please.
June 14th, 2010, 06:17 PM
Kornman00
Re: Halo 2 Vista Scripting Tutorial
Eh, that version was really more of a immature reference than a developed bible. By the time that pin prick JackBauer leaked out that WIP I started to not care about developing it anymore. That and it was made in FrontPage 2003 (or maybe the previous Office version)
June 14th, 2010, 06:39 PM
Kantanomo
Re: Halo 2 Vista Scripting Tutorial
then post whats done :D
June 14th, 2010, 06:42 PM
Shock120
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kantanomo
then post whats done :D
Kant, it's ok.
We can use Solder of Lite's script program to look at the scripts in h2x maps in text. (ignore the begin statement too)
plus what Kornman00 posted was more like game globals.
I can imagine this script being useful for space styled maps, including the script that muzzles the sound too.
June 14th, 2010, 08:51 PM
supersniper
Re: Halo 2 Vista Scripting Tutorial
like in that one room before you go to the elite jetpacks in cairo station in halo2 campaign.
June 14th, 2010, 09:23 PM
Kantanomo
Re: Halo 2 Vista Scripting Tutorial
or like the time you go into the yellow submarine and face the blue meanies
June 14th, 2010, 10:17 PM
Resinball
Re: Halo 2 Vista Scripting Tutorial
I forget where I saw that app you are referring to Shock, could you link me to it? I need more scripts, even though I haven't touched one yet! xD
Code, this is so sick. I cannot wait to try this out. Its about time we get something helpful. TYx1000 +Rep
I don't know what the limits are on this but could it be used for any type of simple or simulated AI? Guess I have a lot of reading and testing ahead of me.
And here is a picture of a collidable Jackal-like Shield and a Bubble Shield prototype just to show that it is possible. http://www.monstrmoose.com/killsalon...a_Shield03.jpg
No you cannot see the collision happening in this shot but trust me, its there.
June 15th, 2010, 01:35 AM
Shock120
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by supersniper
like in that one room before you go to the elite jetpacks in cairo station in halo2 campaign.
Quote:
Originally Posted by Kantanomo
or like the time you go into the yellow submarine and face the blue meanies
As Kornman00 stated, don't use the begin statement in any of your scripts.
scripts that are recommended, are
scripts that spawn objects (spawn a thousand stickies continuously)
or spawn objects to act as active scenery, raining stickies from a distance, random explosions etc.
spawn empty banshees that are flying away.
June 15th, 2010, 06:27 PM
Kantanomo
Re: Halo 2 Vista Scripting Tutorial
okay so i was making a script and couldn't figure this part out
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:
Code:
(script startup hover_hog
(vehicle_hover superduper_warthog true) ; 'superduper_warthog' is the name of a vehicle you have in your scenario
)
If you adhere to code indention standards you should spot such problems in the future
June 15th, 2010, 09:02 PM
Kantanomo
Re: Halo 2 Vista Scripting Tutorial
oh okay thanks kron
June 15th, 2010, 11:11 PM
Resinball
Re: Halo 2 Vista Scripting Tutorial
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.
June 15th, 2010, 11:29 PM
Kornman00
Re: Halo 2 Vista Scripting Tutorial
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.
June 16th, 2010, 10:03 AM
Dwood
Re: Halo 2 Vista Scripting Tutorial
Now thats messed up.
June 16th, 2010, 02:45 PM
leorimolo
Re: Halo 2 Vista Scripting Tutorial
Hmm Any way I can add scripts to an already existing non custom level, i/e any level with a pelican?
June 16th, 2010, 06:15 PM
Resinball
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kornman00
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.
I was looking in Sapien (looking in Guerilla just in case). I found an object number, from the debug menu, but I do not see anywhere to name a vehicle in Sapien. Anyone see this?
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
July 12th, 2010, 01:51 PM
CodeBrain
Re: Halo 2 Vista Scripting Tutorial
Just so you guys know I don't think the flashlight actually works in multiplayer, even if you script it so that flashlights can be used.
Of course I can be wrong...
July 21st, 2010, 06:00 PM
Resinball
Re: Halo 2 Vista Scripting Tutorial
I haven't had success reactivating it....but I did when I modded H2X so long ago, so you would think that it is possible. That is, if I could get a biped change to take and possibly repair the missing globals and mp_globals references.
July 21st, 2010, 06:03 PM
Shock120
Re: Halo 2 Vista Scripting Tutorial
There was a flag in Insolence, which enabled the flashlight.
Also, I want to know, can we reference 16 players.
example,
create object near player14
create vehi near player 13
July 21st, 2010, 06:25 PM
Resinball
Re: Halo 2 Vista Scripting Tutorial
....If you can figure out how to name an object/vehicle, Shock.
July 21st, 2010, 06:32 PM
Kantanomo
Re: Halo 2 Vista Scripting Tutorial
i thing i know how
July 21st, 2010, 08:00 PM
Shock120
Re: Halo 2 Vista Scripting Tutorial
scripts are limited by 7 blocks, wow. <:mad:~
July 21st, 2010, 08:19 PM
Kornman00
Re: Halo 2 Vista Scripting Tutorial
why the hell would you make over 8 script files...
July 21st, 2010, 08:38 PM
Shock120
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kornman00
why the hell would you make over 8 script files...
I assumed we would be allowed, since Bungie does it. ='(
stupid dumb H2G, fails, and this is the supposed unlocked version.
July 21st, 2010, 10:05 PM
Kornman00
Re: Halo 2 Vista Scripting Tutorial
Umm, Bungie never used more than 8 script files in Halo 2.
July 21st, 2010, 11:30 PM
Dwood
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kornman00
Umm, Bungie never used more than 8 script files in Halo 2.
There's no actual need for more than 7 script files. maybe lines/operations would want to be expanded but I don't see the purpose of more than three or four script files, especially for mods.
July 22nd, 2010, 07:43 AM
Shock120
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Kornman00
Umm, Bungie never used more than 8 script files in Halo 2.
so, is script tools beta is a lie?
I look at campaign maps with that, I never thought Bungie only used 8 scripts.
Actually nevermind, it's apparent, that SoL wasn't good at truly understanding Bungie's scripts, I looked at this,
and there's alot of room to scroll.
July 25th, 2010, 03:31 PM
leorimolo
Re: Halo 2 Vista Scripting Tutorial
Quote:
Originally Posted by Shock120
so, is script tools beta is a lie?
I look at campaign maps with that, I never thought Bungie only used 8 scripts.
Actually nevermind, it's apparent, that SoL wasn't good at truly understanding Bungie's scripts, I looked at this,
and there's alot of room to scroll.
... In the tags there is only 1 hs.doc. it can have multiple scripts, and this wasnt even to what KM00 was refering too.