Page 1 of 6 1 2 3 ... LastLast
Results 1 to 10 of 55

Thread: [SCRIPTS] Few tele things, and Wizard Magic scripts

  1. #1
    HCE Information Library Kirby_422's Avatar
    Join Date
    Dec 2006
    Location
    Vernon, BC, Canada
    Posts
    103

    [SCRIPTS] Few tele things, and Wizard Magic scripts

    Teleporter Warthog Script/Tag (why the hell are scripts tags now?) http://www.mediafire.com/?1menq623zh8ze2m
    Portable Portalz (Far worse than the HCE version) http://www.mediafire.com/?ae89p27o9tb33bc
    Wizard Magic (I enjoyed this one the most, senseless and random) http://www.mediafire.com/?942u9e4z4shbz5h

    Portable Portals: http://www.youtube.com/watch?v=i-7A3TOVu-M
    Ima Wizard! http://www.youtube.com/watch?v=XX8w8dYNlGE

    And for your information, each of these scripts is like 10 lines long. They are that simple lol.

    (and yes, most of your download for each of these is the image which is identical in all 3. Those images where from when I uploaded to the halomaps ftp since tags are required to have images of them now.. I still cant get over how scripts are tags, raawwwwrrr)
    Reply With Quote

  2. #2
    El Durado :/
    Join Date
    Oct 2006
    Posts
    2,417

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    no way?? porting SME to H2V
    Reply With Quote

  3. #3
    HCE Information Library Kirby_422's Avatar
    Join Date
    Dec 2006
    Location
    Vernon, BC, Canada
    Posts
    103

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    It's alot easier doing scripts than other stuff in H2V lol. You add really anything, and it doesn't show up in the map menu, but atleast scripts work lol.
    Reply With Quote

  4. #4

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    That is some excellent progress.


    The problem I ran into was getting most scripts to function or sync online.




    EDIT: TY for the tip on H2guerillaTST, I never noticed the missing fields such as OBJECT NAMES, was driving me crazy at one point.


    Using attach and detach could you spawn a Shotgun that always rides with the Warthog until it is grabbed for use, at which point it would have a respawn condition?
    Last edited by Resinball; June 15th, 2011 at 08:07 PM.
    Reply With Quote

  5. #5
    HCE Information Library Kirby_422's Avatar
    Join Date
    Dec 2006
    Location
    Vernon, BC, Canada
    Posts
    103

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    you might have to delay the sleep time between reattaching and stuff, and I'm not testing this in H2V, im just writing what would of worked in HCE using H2V hs_doc.txt

    Code:
    (script continuous shotgunhog
    (object_create shotgun1)
    (if (< (objects_distance_to_object warthog1 shotgun1) 2)
     (begin
      (objects_attach warthog1 "winch" shotgun1 "frame")
      (objects_detach warthog1 shotgun1)
     ))
    (sleep 30)
    )
    This won't look the best online, but last I heard, nobody plays this game online anyways(In halo 1, if you placed a .weapon, each computer will see their own version of it, but only the hosts can be picked up). If .weapons placed in a map despawn over time like halo 1, then that object_create will take care of it; whenever the weapon despawns, it will be remade. If the shotgun has been dropped and is away from the warthog, it wont reattach (yay for new H2 script commands) but this could also mean if its hit to hard or moves to fast, it drops the shotgun.. thats reasonable I guess. and somehow it will pickup the shotgun if it drives over it lol. You have 1 second to grab the shotgun between it attaching and detaching.. during this time, its probably going to be falling to the ground... its put on the winch though, reasonable enough.
    Reply With Quote

  6. #6
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    Scripts aren't tags. They used scenario resources for breaking apart scenarios and re-merging the pieces that mattered, or for having other people work on parts of the scenario, then passing off that work (eg, AI or object placements) to the level designer.
    Reply With Quote

  7. #7

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    Kirby,

    I tested the TeleHog Script on Collateral and it worked great. Next I took it online to one of our dedicated servers along with five other players, so here are the results:


    -Its works online!


    -The scenery (which used the default 2-Way Teleporter) appeared at X: 0 Y: 0 Z: 0 (floating above the map) instead of in the back of the Hog (as it did when played locally). This could be how I attached it, needs further testing. Perhaps if I used a crate instead.


    -When the Hogs are destroyed they never respawn and thus the Teles stay attached to the broken vehicle for the rest of the game.


    Here is a link to the compiled (playable) version of the map for anyone interested: H2MT Collateral Scripts 25.7MBs (43.8MBs extracted)


    ----------------------------------------------------------


    I've made a few new vehicles but they can only be used with the MMM (MainMenu Mod) installed. The Gravity Ghost is great for all around fun, any idea on how to attach a Gravity Lift (I can do that part with your script) that could be controlled by the primary trigger? I should probably study your other script (Wizard Magic) before asking this one.

    It's alot easier doing scripts than other stuff in H2V lol. You add really anything, and it doesn't show up in the map menu, but atleast scripts work lol.
    BTW, the MMM works by allowing a player to bypasses the restrictions you mentioned.


    ----------------------------------------------------------


    I have some Mines that only work when run over (by a vehicle) or are hit/shot, using a similar Script could I make the Mines explode when someone is too close?


    Thanks
    Reply With Quote

  8. #8
    HCE Information Library Kirby_422's Avatar
    Join Date
    Dec 2006
    Location
    Vernon, BC, Canada
    Posts
    103

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    Quote Originally Posted by Resinball View Post
    I have some Mines that only work when run over (by a vehicle) or are hit/shot, using a similar Script could I make the Mines explode when someone is too close?
    Code:
    (objects_distance_to_object <object_list> <object>)
    (effect_new_on_object_marker <effect> <object> <marker/frame>)
    Just use those. When so and so object gets in range, cause a explosion effect on the mine object. if these are mines you drop, you could make them constantly use an effect to fire off a projectile that responds with materials like cyborg (im asuming thats still a valid material in h2) that creates a damage effect to destroy the mine causing its destroyed effect so you wouldn't even need scripts.
    Quote Originally Posted by Resinball View Post
    any idea on how to attach a Gravity Lift (I can do that part with your script) that could be controlled by the primary trigger? I should probably study your other script (Wizard Magic) before asking this one.
    There is a problem with that. Primary trigger checking is for single player stuff. But.. if your making a custom vehicle anyways, you can customize the collision to have a shield, and default damage passes through shield (haven't look at this in H2V yet, but its in HCE) and have it a material damage_effects don't normally damage. Then have the firing effect cause damage that CAN hurt this shield. Then have a script that waits till the shield takes damage, and if the shield is damaged cause the gravity lift. I'll look more into H2V's collision setup in a few minutes, see where the options have moved if they are still there.

    Edit: So, its not as nice as Halo 1, but it is possible. You can set regions to ignore shield damage, so just have one small region you don't care about it not taking damage, and toss a super powerful shield over it.. next problem is, I don't see anything in damage effects about materials anymore.. So, your gonna have to pick a material that is far off, and small. Have the script heal the shield when damaged so it doesn't accidently kill the vehicle doing this. it has to do alot of damage to the shield, and be a high healthed shield just so that you can tell its this damage hurting the shield and not people shooting that part. (< (unit_get_shield vehicle1) 0.5) when the shield is less than half, etc. and use that to move the grav lift.


    Quote Originally Posted by Resinball View Post
    -When the Hogs are destroyed they never respawn and thus the Teles stay attached to the broken vehicle for the rest of the game.
    To have them respawn, you would first need to determin who is host. There is a few methods in HCE to check this, and the easiest one to have in h2v would be biped squish... problem I see with this though, doesn't H2V use some form of lobby where everyone starts the game at the same time or something? (haven't ever played online, ive only see the network page where it looks like that) If everyone starts at once, this won't work.

    Code:
    (global boolean ishost 0)
    
    (script startup hostchecker
    (sleep 60)
    (if (< (unit_get_health hosttestbiped) 1) (set ishost 1))
    (objects_attach crusherwarthog "" scenery1 "")
    (objects_detach crusherwarthog scenery1)
    )
    
    (script continuous respawnwarthog1
    (sleep_until (= ishost 1) 30)
    (sleep_until (<= (unit_get_health warthog1) 0) 1)
    (sleep 300)
    (object_create_anew warthog1)
    (sleep 10)
    )
    If you are required to do the lobby thing like I spesified above, then your gonna have to use trigger volumes (kill volumes in h2v) which crash h2guerillaTST when I have a scenario with those open.. the host checking makes sure only the host creates a fully healed warthog, because in halo 1 all computers tried to create their own, but only the hosts was real and drivable, joiners just saw fake clones all over.

    Quote Originally Posted by Resinball View Post
    -The scenery (which used the default 2-Way Teleporter) appeared at X: 0 Y: 0 Z: 0 (floating above the map) instead of in the back of the Hog (as it did when played locally). This could be how I attached it, needs further testing. Perhaps if I used a crate instead.
    It looked like that even when you where host? thats extremely strange, because you are required to be nearby the object for it to teleport you, and the host computer is the one that decides weather you are close. You hosted a Live game? Cause if so, im just gonna go with the games are actually hosted elsewhere with Live since I have no other explanation that sounds reasonable.



    If you need any clarification on anything, ask.
    Last edited by Kirby_422; June 16th, 2011 at 09:31 PM. Reason: Add information about collision
    Reply With Quote

  9. #9

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    The vehicle issue is that I do not want to depend on the MMM (as few have it) thus I want to modify vehicles with scripts that work online and will compile normally.


    The scenery does show up correctly host side. Just not on Live. However the teles still function both on and off.


    In the .scenario I used under VEHICLES I had to give each a unique ID, simple enough. But some of the options I have to guess what they do such as:

    (my Hog settings in bold)


    -Origin BSP Index: collateral, None

    -Type: Vehicle (this one is obvious)

    -Source: Structure, Editor, Dynamic, Legacy

    -BSP Policy: Default, Always Placed, Manual BSP Placement

    -Editor Folder: None

    ^If my settings are wrong here then that could be why the tele is not appearing in the correct location when played on Live.

    ------------------------------------


    We discovered a strange issue with the MMM vehicle method. The vehicles would appear on the map while a duplicate of their models would also appear at b_levelroot. To get around this I would lower b_levelroot below the ground mesh. I might be able to get around this by placing vehicles in the way you showed me (with GuerillaTST). However, GuerillaTST refuses to open some .scenarios, at first I thought the file-size was too large but that is not it at all. As some files that where larger (1.4MBs+) opened fine. Still, always nice to have more tools. Korn and a few others told me to name the vehicles but I could never find that field so this is cool, opens more doors for me.
    Reply With Quote

  10. #10
    Kid in the Hall Kornman00's Avatar
    Join Date
    Sep 2006
    Location
    ◕‿◕, ┌( ಠ_ಠ)┘
    Posts
    3,130

    Re: [SCRIPTS] Few tele things, and Wizard Magic scripts

    Pretty sure the object name fields are editable in Sapien. They should never be edited in Guerilla
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •