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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »(Request) Cutscene Info and Advice

Author Topic: (Request) Cutscene Info and Advice (10 messages, Page 1 of 1)
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EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Oct 10, 2015 07:05 PM    Msg. 1 of 10       
Well im making an sp map, i almost finish but i need how to make subtitles during cutscene and during gameplay, Does anyone have any idea of how to do it?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 11, 2015 08:52 AM    Msg. 2 of 10       
Quote: --- Original message by: EmmanuelCD
Well im making an sp map, i almost finish but i need how to make subtitles during cutscene and during gameplay, Does anyone have any idea of how to do it?


Hate to drop you into this Matt but didn't you have something like this planned for one of your takedown maps?


Kinnet
Joined: Dec 27, 2013

FeelsGoodMan


Posted: Oct 11, 2015 09:13 AM    Msg. 3 of 10       
I really recomend u using google before posting here


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Oct 11, 2015 05:34 PM    Msg. 4 of 10       
i use the hsc bible, and it didnt work, i already saw polamee´s and polar bears tutorials, they are usefull but no that much. Well i think i will spend 3 hours in the night to figure this out like when i made the credits system.

I already got working the objectives but i dont want a dialog in the upper part of the hud


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 11, 2015 06:05 PM    Msg. 5 of 10       
You can use print and inspect commands to print text to the screen.

They start printing at the bottom left corner; you can print empty lines if you want them higher up, and add extra spaces if you want them further right, etc.

For them to show up, you need to raise the games built in global variable, developer_mode to at least 4, although sapien uses 127, so that's what I tend to use. They'll natrually fade over time, but if you want to clear it off, use cls to clear all messages from the screen.

Basically,
(script continuous subtitle_example
(set developer_mode 127)
(print "bob: greetings")
(sleep 15)
(cls)
)
Print writes in green, inspect writes in white (and is intended for global variables; if you're having trouble with inspect, you can always just put the text in a global)


If you want a different font (including size), its probably the font small in the HUD globals tag.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Oct 12, 2015 12:18 PM    Msg. 6 of 10       
Quote: --- Original message by: kirby_422
You can use print and inspect commands to print text to the screen.
http://i.imgur.com/dcZgi65.png
They start printing at the bottom left corner; you can print empty lines if you want them higher up, and add extra spaces if you want them further right, etc.

For them to show up, you need to raise the games built in global variable, developer_mode to at least 4, although sapien uses 127, so that's what I tend to use. They'll natrually fade over time, but if you want to clear it off, use cls to clear all messages from the screen.

Basically,
(script continuous subtitle_example
(set developer_mode 127)
(print "bob: greetings")
(sleep 15)
(cls)
)
Print writes in green, inspect writes in white (and is intended for global variables; if you're having trouble with inspect, you can always just put the text in a global)


If you want a different font (including size), its probably the font small in the HUD globals tag.


is there a way to keep them there for a set amount of time without them fading?


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Oct 12, 2015 02:00 PM    Msg. 7 of 10       
Quote: --- Original message by: kirby_422
You can use print and inspect commands to print text to the screen.
http://i.imgur.com/dcZgi65.png
They start printing at the bottom left corner; you can print empty lines if you want them higher up, and add extra spaces if you want them further right, etc.

For them to show up, you need to raise the games built in global variable, developer_mode to at least 4, although sapien uses 127, so that's what I tend to use. They'll natrually fade over time, but if you want to clear it off, use cls to clear all messages from the screen.

Basically,
(script continuous subtitle_example
(set developer_mode 127)
(print "bob: greetings")
(sleep 15)
(cls)
)
Print writes in green, inspect writes in white (and is intended for global variables; if you're having trouble with inspect, you can always just put the text in a global)


If you want a different font (including size), its probably the font small in the HUD globals tag.



Thanks kirby, it worked ingame, and i added the letterbox, it still looks strange because its green but ut will work


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Oct 12, 2015 04:56 PM    Msg. 8 of 10       
Quote: --- Original message by: Skidrow925
is there a way to keep them there for a set amount of time without them fading?

Just clear it with (cls) and then reprint it.

Really, it would probably be best if you just setup for 4 lines worth of subtitles, and you just set globals for what you want currently displayed; leave the variables as empty strings when you don't want anything shown for that line.

(global string sub_line_1 "")
(global boolean sub_line_1_wht true) ;;Whether the subtitle is white, or green
(global string sub_line_2 "")
(global boolean sub_line_2_wht true)
(global string sub_line_3 "")
(global boolean sub_line_3_wht true)
(global string sub_line_4 "")
(global boolean sub_line_4_wht true)
(script continuous display_subtitles
(set developer_mode 127)
(cls)

(if sub_line_1_wht
(inspect sub_line_1)
(print sub_line_1)
)

(if sub_line_2_wht
(inspect sub_line_2)
(print sub_line_2)
)

(if sub_line_3_wht
(inspect sub_line_3)
(print sub_line_3)
)

(if sub_line_4_wht
(inspect sub_line_4)
(print sub_line_4)
)
)



and an example for using it would be
(script startup example_usage
(sound_impulse_start "sounds\fred\dialog\x50\intro_00" fred_obj 1.0)
(set sub_line_3_wht false)
(set sub_line_3 "fred:")
(set sub_line_4_wht true)
(set sub_line_4 "the covenant are attacking our")
(sleep 30)
(sound_impulse_start "sound\joe\dialog\x50\intro_interuption" joe_obj 1.0)
(set sub_line_1_wht false)
(set sub_line_1 "joe:")
(set sub_line_2_wht true)
(set sub_line_2 "why are we even discussing this? we need to defend right now")
(sleep (max 1 (sound_impulse_time "sounds\fred\dialog\x50\intro_00")))
(set sub_line_3 "")
(set sub_line_4 "")
(sleep (max 1 (sound_impulse_time "sound\joe\dialog\x50\intro_interuption")))
(set sub_line_2 "")
(set sub_line_1 "")
)


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Oct 12, 2015 05:14 PM    Msg. 9 of 10       
Quote: --- Original message by: kirby_422
Quote: --- Original message by: Skidrow925
is there a way to keep them there for a set amount of time without them fading?

Just clear it with (cls) and then reprint it.

Really, it would probably be best if you just setup for 4 lines worth of subtitles, and you just set globals for what you want currently displayed; leave the variables as empty strings when you don't want anything shown for that line.

(global string sub_line_1 "")
(global boolean sub_line_1_wht true) ;;Whether the subtitle is white, or green
(global string sub_line_2 "")
(global boolean sub_line_2_wht true)
(global string sub_line_3 "")
(global boolean sub_line_3_wht true)
(global string sub_line_4 "")
(global boolean sub_line_4_wht true)
(script continuous display_subtitles
(set developer_mode 127)
(cls)

(if sub_line_1_wht
(inspect sub_line_1)
(print sub_line_1)
)

(if sub_line_2_wht
(inspect sub_line_2)
(print sub_line_2)
)

(if sub_line_3_wht
(inspect sub_line_3)
(print sub_line_3)
)

(if sub_line_4_wht
(inspect sub_line_4)
(print sub_line_4)
)
)



and an example for using it would be
(script startup example_usage
(sound_impulse_start "sounds\fred\dialog\x50\intro_00" fred_obj 1.0)
(set sub_line_3_wht false)
(set sub_line_3 "fred:")
(set sub_line_4_wht true)
(set sub_line_4 "the covenant are attacking our")
(sleep 30)
(sound_impulse_start "sound\joe\dialog\x50\intro_interuption" joe_obj 1.0)
(set sub_line_1_wht false)
(set sub_line_1 "joe:")
(set sub_line_2_wht true)
(set sub_line_2 "why are we even discussing this? we need to defend right now")
(sleep (max 1 (sound_impulse_time "sounds\fred\dialog\x50\intro_00")))
(set sub_line_3 "")
(set sub_line_4 "")
(sleep (max 1 (sound_impulse_time "sound\joe\dialog\x50\intro_interuption")))
(set sub_line_2 "")
(set sub_line_1 "")
)


My purpose here is a more refined version of the AI health monitor script I came up with. So something like


Global string name1
Global int name1health

Script cont get1health
(set name1healh (get name1 health))

Script cont displayname1health
Print name1 + name1health (as in both things on one line, haven't scripted in awhile here)

(pardon the complete lack of syntax)


MatthewDratt
Joined: Sep 11, 2010

HaloCE3.com MattDratt.com


Posted: Oct 18, 2015 11:03 PM    Msg. 10 of 10       
I was mentioned. Swell with pride

 

 
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