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andres has contributed to 43 posts out of 438582 total posts (.01%) in 937 days (.05 posts per day).

20 Most recent posts:
Halo CE Technical / Map Design » marines Driver Warthog in cutscene Jan 6, 2013 11:08 PM (Total replies: 0)

Hi I have a problem with my map would make a video with a couple of vehicles with three marine allies are enemies as an intro but when I put the car wherever they will not follow the points where I want to handle the map as the fall of resistence hopefully help me with a script


I have the audacity and change the frequency? I opened the file with audacity. sound


culling uncompressed model vertices...done
Couldn't read map file './toolbeta.map'

ERROR sound\dialog\marines\fitzgerald\conditional\combat2\exclamations\meleeattack: . (ask matt if you didn't do this by accident)

ERROR sound\dialog\sargeant\conditional\combat2\exclamations\meleeattack: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)

ERROR sound\dialog\sarge2\conditional\combat2\involuntary\painshield: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)

### the biped 'cmt\vehicles\human\pelican\rear_turret_cg\rear_turret_cg' has no 'body' marker

crosshair item 1 for halo3\hud\weapon interfaces\sniper rifle\sniper rifle references an invalid sequence

crosshair item 1 for halo3\hud\weapon interfaces\sniper rifle\sniper rifle references an invalid sequence

ERROR sound\dialog\grunt\conditional\combat2\actions\alert_noncombat: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)

culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\equinox\equinox' is 6.76M
tag headers and names are 0.39M
streaming model vertex and index buffers...done
streaming tags................................................done
writing vertex and index buffers...done 23.59M
writing tags...done (4830 tags for 13.26M)
total tag size is 20.02M (2.98M free)
cache file 88.73M too large (should be 128.00M but was 216.73M)
### FAILED TO BUILD CACHE FILE.

Cache pack file bitmaps hits: 838 for 46.25M
Cache pack file bitmaps adds/misses: 766 for 121.75M
Cache pack file sounds hits: 684 for 14.91M
Cache pack file sounds adds/misses: 2366 for 52.57M
Cache pack file loc hits: 104 for 0.22M
Cache pack file loc adds/misses: 0 for 0.00M
ERROR sound\dialog\grunt\conditional\combat2\exclamations\dive: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)

Halo CE General Discussion » error script ai and cutscene Aug 5, 2012 02:00 AM (Total replies: 4)

this is my script

(script startup start
(begin
(begin
(fade_out 0.00 0.00 0.00 0)
(player_enable_input false)
(ai_place guards)
(camera_control true)
(cinematic_show_letterbox true)
(camera_set cut1 100)
(fade_in 0.00 0.00 0.00 0)
(sound_looping_start levels\d40\music\d40_09 none 1.00)
(sleep 60)
(cinematic_set_title The_Great_Wars)
(sleep 30)
(camera_set cut2 100)
(sleep 50)
(camera_set cut3 100)
(sleep 300)
(sound_looping_start levels\a30\music\d40 none 1.00)
(camera_control false)
(cinematic_show_letterbox false)
(game_save)
(player_enable_input true))))

the ai freezes on the scene do not move the scene is in a base of deathisland :(

Halo CE General Discussion » pelican extraction player script Aug 4, 2012 03:27 AM (Total replies: 11)

I use this script and I went well... I already went through
(script startup extraction_pelican
(begin
(begin
(sleep_until
(volume_test_objects extraction
(players)) 15)
(game_save)
(ai_allegiance player human)
(object_create pelican_1 )
(object_teleport pelican_1 pelican_1_flag )
(recording_play_and_hover pelican_1 rubble_rock_cship_in )
(vehicle_hover pelican_1 false )
(sleep (recording_time pelican_1 ))
(sleep_until (or (vehicle_test_seat_list pelican_1 "p-riderlf" (players ))(vehicle_test_seat_list pelican_1 "p-riderrf" (players )))1 )
(vehicle_hover pelican_1 false )
(recording_play_and_delete pelican_1 rubble_rock_cship_exit )
)))

I want to know how to make the ai is raised me to the pelican...

Halo CE General Discussion » pelican extraction player script Aug 3, 2012 09:52 PM (Total replies: 11)

yes and thanks final444h!!

Halo CE General Discussion » pelican extraction player script Aug 3, 2012 04:50 PM (Total replies: 11)

" final444h " if you have time please make the video tutorial send me the url of the video .. I can use recorded animations of campaign??
Edited by andres on Aug 3, 2012 at 04:51 PM

Halo CE General Discussion » pelican extraction player script Aug 3, 2012 04:25 AM (Total replies: 11)

I want to make a pelican come and pick up the player and runs the game using animation of halo please help me

Halo CE General Discussion » ai drive hog al estilo halo 2 Jun 4, 2012 01:31 AM (Total replies: 21)

yo hablo espaņol si lo que quieres es un script para que el ai maneje un warthog y que lo maneje bien no que solo de vueltas a lo loco contactame este es mi correo andre_z95@hotmail.com

Halo CE Technical / Map Design » Heelp!!! script Jun 4, 2012 01:19 AM (Total replies: 8)

the name is "deathwarsv1.0" as I upload the map to halo maps?
Edited by andres on Jun 4, 2012 at 01:22 AM

Halo CE Technical / Map Design » Heelp!!! script May 30, 2012 01:47 AM (Total replies: 8)

yeah and thanks for all and I finish my map and I'll upload to the halo maps and tell me that you think I am new to this remember

Halo CE Technical / Map Design » Heelp!!! script May 29, 2012 01:25 PM (Total replies: 8)

this is my script and sia globals not you mean it.

(global "boolean" global_mission_won false )

(global "boolean" global_mission_lost false )


(script startup extraction1
(begin
(ai_allegiance player human)
(sleep_until (= (device_get_position panel) 1.0) 15)
(object_create pelican_final )
(object_create jeep )
(activate_team_nav_point_object default player pelican_final 0.6)
(ai_place jeep_marine )
(vehicle_load_magic jeep "gunner" (ai_actors jeep_marine/gunner ))
(vehicle_load_magic jeep "passenger" (ai_actors jeep_marine/passenger ))
(vehicle_load_magic pelican_final "p-riderrf" (ai_actors ai/ai ))
(vehicle_load_magic pelican_final "p-riderlm" (ai_actors ai/ai1 ))
(unit_enter_vehicle jeep pelican_final "cargo" )
(object_teleport pelican_final pelican_final_flag )
(recording_play_and_hover pelican_final back_cship_descend )
(sleep (recording_time pelican_final ))(unit_exit_vehicle jeep ))
(deactivate_team_nav_point_object player jeep )
(sleep_until (vehicle_test_seat_list pelican_final "p-riderlf" (players)))
(player_enable_input false )
(recording_play pelican_final back_cship_exit )
(cinematic_start )
(fade_out 1.00 1.00 1.00 99)
(sleep 10 )
(camera_control true )
(camera_set scen1 100 )
(sleep 60 )
(fade_in 1.00 1.00 1.00 30)
(camera_set scen2 100 )
(sleep 60 )
(camera_set scen3 100 )
(sleep 60 )
(camera_set scen4 100 )
(sleep 60 )
(camera_set scen5 100 )
(sleep 60 )
(camera_set scen6 100 )
(sleep 60 )
(camera_set scen7 100 )
(fade_out 1.00 1.00 1.00 99)
(sleep 60 )
(game_won)
(cinematic_stop))

Halo CE Technical / Map Design » Heelp!!! script May 28, 2012 01:36 PM (Total replies: 8)

I need a script that is available for a pelican come and take the player and the game is over


Yo se espaņol perfectamente lo que necesites yo podre ayudarte :)

Halo CE Technical / Map Design » Script help!! May 15, 2012 11:49 PM (Total replies: 2)

thanks friend.. for example so...is another script

(script startup marines
(begin
(ai_allegiance player human)
(Sleep_until (= (device_get_position marines) 1.0) 15)
(sound_impulse_start sound\dialog\b40\b40_040_sarge none 1.00)
(object_create foehammer_rubble )
(object_create jeep3 )
(activate_team_nav_point_object default player foehammer_rubble 0.6)
(ai_place jeep_marine )
(vehicle_load_magic jeep3 "gunner" (ai_actors jeep_marine/gunner ))
(vehicle_load_magic jeep3 "passenger" (ai_actors jeep_marine/passenger ))
(unit_enter_vehicle jeep3 foehammer_rubble "cargo" )
(object_teleport foehammer_rubble foehammer_rubble_flag )
(recording_play_and_hover foehammer_rubble back_cship_descend )
(sleep (recording_time foehammer_rubble ))(unit_exit_vehicle jeep3 ))
(deactivate_team_nav_point_object player jeep3 )
(set global_timer (+ (game_time )delay_lost ))
(sleep_until (vehicle_test_seat_list foehammer_rubble "p-riderlf" (players)))
(player_enable_input false )
(vehicle_load_magic foehammer_rubble "p-riderlf" (player0 ))
(vehicle_load_magic foehammer_rubble "p-riderrf" (player1 ))
(recording_play_and_delete foehammer_rubble back_cship_exit )
)

another problem that I get in the pelican but does not follow the other animation (recording_play_and_delete foehammer_rubble back_cship_exit )..
Edited by andres on May 16, 2012 at 01:58 AM

Halo CE Technical / Map Design » Script help!! May 15, 2012 03:57 PM (Total replies: 2)

I'm trying to do an end in which a pelican takes the player. this is the script

(script startup end_pelican
(begin
(begin
(sleep_until
(volume_test_objects trig11
(players)) 15)
(game_save)
(switch_bsp 1 )
(object_destroy foehammer_cliff )
(object_create foehammer_cliff )
(unit_set_enterable_by_player foehammer_cliff false )
(object_teleport foehammer_cliff foehammer_cliff_flag )
(ai_migrate cliff_marine cliff_marine/waiting_marine )
(recording_play_and_hover foehammer_cliff back_cship_descend )
(activate_team_nav_point_object default_red player foehammer_cliff 1 )
(ai_go_to_vehicle cliff_marine foehammer_cliff "riderlb" )
(ai_go_to_vehicle cliff_marine foehammer_cliff "riderrb" )
(ai_go_to_vehicle cliff_marine foehammer_cliff "riderlm" )
(ai_go_to_vehicle cliff_marine foehammer_cliff "riderrm" )
(unit_set_enterable_by_player foehammer_cliff false )
(print "foehammer done" ))
(recording_play_and_delete foehammer_cliff foehammer_rubble_out )
(sleep 10)
(unit_open foehammer_cliff )
(unit_set_enterable_by_player foehammer_cliff true )
))

I want the animation begins when the player enters the pelican

Halo CE General Discussion » Scripting Help May 11, 2012 11:23 PM (Total replies: 6)

try this....

(script startup hog_driver
(object_create_anew warthog_1)
(object_create_anew warthog_2)
(ai_place turret_hog )
(ai_attach driver_2 marines)
(ai_attach driver_1 marines)
(vehicle_load_magic warthog_1 "gunner" (ai_actors turret_hog/gunner ))
(vehicle_load_magic warthog_1 "passenger" (ai_actors turret_hog/passenger ))
(vehicle_load_magic warthog_2 "gunner" (ai_actors turret_hog/gunner1 ))
(vehicle_load_magic warthog_2 "passenger" (ai_actors turret_hog/passenger1 ))
(unit_enter_vehicle driver_1 warthog_1 w-driver)
(unit_enter_vehicle driver_2 warthog_2 w-driver)
(ai_command_list_by_unit driver_1 warthog_1)
(ai_command_list_by_unit driver_2 warthog_2)
)

Halo CE Technical / Map Design » add difficulty in my map (single player) May 11, 2012 02:24 PM (Total replies: 2)

I need to know how to put difficulty to my map..

Halo CE Technical / Map Design » ai follow player script.... May 10, 2012 01:22 AM (Total replies: 16)

yes but most do not understand.. :( could be a video please... "occupied it for my map"

Halo CE Technical / Map Design » ai follow player script.... May 8, 2012 12:58 PM (Total replies: 16)

if there is no good tutorial explained.. I did the firing positions of the
A-Z


Time: Sun May 19, 2013 12:28 AM 516 ms.
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