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»Forums Index »Halo 2 Vista Forum (Bungie/Microsoft) »Halo 2 Vista Map Design / Technical »[Release] Random scriptz

Author Topic: [Release] Random scriptz (6 messages, Page 1 of 1)
Moderators: Dennis

kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 14, 2011 10:39 PM    Msg. 1 of 6       
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) 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)


beazt
Joined: May 12, 2010


Posted: Jun 16, 2011 03:03 AM    Msg. 2 of 6       
NICE!!. There arent many people messing around with scripts in halo 2 map maker community.
friend of mine have been looking into using scripts so this should definitely help!!!
Thanks :D


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 16, 2011 12:03 PM    Msg. 3 of 6       
Nice.

I would love to see a vehicle teleporter. :)
Edited by Shock120 on Jun 16, 2011 at 12:06 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 16, 2011 03:25 PM    Msg. 4 of 6       
Quote: --- Original message by: Shock120
vehicle teleporter. :)

Other kind? (the one where the vehicle itself is teleported rather than carrying the teleporter)
It would be the same script, just vehicles listed instead of players.

(script continuous tele
(if (< (objects_distance_to_object warthog1 tele1) 1)
(begin
(objects_attach tele2 "" warthog1 "")
(objects_detach tele2 warthog1)
(sleep_until (> (objects_distance_to_object warthog1 tele2) 1) 1)
(sleep 30)
))
(if (< (objects_distance_to_object warthog1 tele2) 1)
(begin
(objects_attach tele1 "" warthog1 "")
(objects_detach tele1 warthog1)
(sleep_until (> (objects_distance_to_object warthog1 tele1) 1) 1)
(sleep 30)
))
)

This uses the movement varient from the portable portals (meaning 1 script per vehicle just so you can insure they don't teleport back and forth. you can put all vehicles in one script if you remove the sleep_until, but it makes it more chaotic as if the other sleep is to low, they might get stuck in a teleporting loop)

EDIT: wtf? where did have the script go when I clicked post?..
EDIT2: seems to of stayed this time.. lets hope it stays after I do this edit... (if it doesn't, im just gonna upload it elsewhere lol)
Edited by kirby_422 on Jun 16, 2011 at 03:27 PM


Shock120
Joined: Jun 12, 2009

Valve ftw


Posted: Jun 16, 2011 09:27 PM    Msg. 5 of 6       
Yes, vehicle teleporter is awesome with it's use of trigger volumes and script.
:D


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jun 16, 2011 10:06 PM    Msg. 6 of 6       
I've been staying away from trigger volumes in H2V, as the guerilla mod I use is h2guerillaTST and it crashes when loading scenarios with kill volumes (so I can't remove the kill part to turn it into a normal volume to use) I just use the new object distance command (I really love that script.. wish it was in H1)

 

 
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