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Viewing User Profile for: Dabouss 15x
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Joined: Aug 9, 2016 11:31 PM
Last Post: Jan 11, 2019 06:37 PM
Last Visit: May 5, 2019 06:06 PM
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Location: Oregon, USA
Occupation: In The Bush Outside Your House
Interests: Things
Your Age: 15
What Games do you play: Halo Custom Edition Halo The Master Chief Collection
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Dabouss 15x has contributed to 51 posts out of 469058 total posts (.01%) in 1,042 days (.05 posts per day).

20 Most recent posts:
Halo CE General Discussion » AI\biped in t-pose during cutscenes. Jan 11, 2019 06:37 PM (Total replies: 11)

I tried it, and it does work! I'll keep this in mind for any other levels with multiple bsps.

Halo CE General Discussion » AI\biped in t-pose during cutscenes. Jan 11, 2019 01:09 AM (Total replies: 11)

That does actually make sense, I'll try it and then post again if there are any problems.

BTW This is mostly copy and pasted Bungie script with some syntax switches and what not.

Halo CE General Discussion » AI\biped in t-pose during cutscenes. Jan 10, 2019 06:18 PM (Total replies: 11)

Well here is the potion of the script for the cutscene. Also, I am using the a10 level bsps for this mission.

(script startup beginning
(switch_bsp 7)
(ai_allegiance human player)
(fade_out 0 0 0 0)
(sound_impulse_start package none 1.00)
(sleep 1)
(fade_in 0 0 0 120)
(cinematic_start)
(camera_control true)
(player_enable_input false)
(camera_set intro_fly1 0)
(sleep 60)
(camera_set intro_fly2 420)
(object_create patrol_a)
(object_create patrol_b)
(device_set_position patrol_a 1.00)
(device_set_position patrol_b 1.00)
(sleep 1)
(cinematic_set_title Introline1)
(sleep 180)
(cinematic_set_title Introline2)
(sleep 180)
(cinematic_set_title Introline3)
(sleep 180)
(cinematic_set_title Introline4)
(fade_out 0 0 0 120)
(sleep 120)
(fade_in 0 0 0 60)
(camera_set intro_fly3 0)
(cinematic_set_title Introline5)
(sleep 30)
(camera_set intro_fly4 390)
(sleep 330)
(camera_set intro_fly5 300)
(sleep 240)
(camera_set intro_fly6 180)
(sleep 120)
(camera_set intro_fly7 420)
(sleep 360)
(camera_set intro_fly8 240)
(sleep 180)
(fade_out 0 0 0 60)
(sleep 120)
(camera_set intro_close1 0)
(fade_in 0 0 0 60)
(sleep 90)
(camera_set intro_close2 270)
(sleep 210)
(camera_set intro_close3 180)
(sleep 120)
(camera_set intro_close4 150)
(sleep 150)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_01 none 1)
(camera_set intro_close5 180)
(sleep 180)
(fade_out 0 0 0 90)
(sleep 90)
(switch_bsp 1)
(object_create cap)
(object_create tactical)
(object_create navigator)
(unit_enter_vehicle navigator pilot_1 pchair-driver)
(unit_enter_vehicle tactical pilot_2 pchair-driver)
(ai_place cap_bridge)
(ai_force_active cap_bridge true)
(ai_attach cap cap_bridge)
(fade_in 0 0 0 60)
(camera_set cap_to_nav 0)
(sound_impulse_start sounds\characters\navigator\b10_navigator_01 navigator 1)
(sleep 120)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_02 cap 1)
(sleep 110)
(sound_impulse_start sounds\characters\helm\b10_helm_01 navigator 1)
(sleep 60)
(camera_set camera_pan1 0)
(sleep 60)
(camera_set camera_pan2 180)
(sleep 180)
(camera_set cap_to_nav 0)
(sound_impulse_start sounds\characters\navigator\b10_navigator_02 navigator 1)
(sleep 120)
(fade_out 0 0 0 30)
(sleep 90)
(switch_bsp 7)
(fade_in 0 0 0 90)
(object_create_anew c1)
(camera_set cruiser_reveal1 0)
(sleep 120)
(sound_impulse_start sounds\sfx\decloak none 1)
(camera_set cruiser_reveal1 360)
(sleep 300)
(camera_set cruiser_fire 0)
(sleep 90)
(object_create_anew c1_torp)
(sleep 90)
(fade_out 0 0 0 60)
(sleep 60)
(switch_bsp 1)
(fade_in 0 0 0 60)
(camera_set cap_fire_missiles1 0)
(sound_impulse_start sound\sfx\ambience\a10\pillarhits none 1)
(player_effect_set_max_translation 0.01 0.01 0.01)
(player_effect_set_max_rotation 0.01 0.01 0.05)
(player_effect_set_max_rumble 0.20 0.50)
(sleep 120)
(player_effect_stop 1)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_03 cap 1)
(camera_set cap_fire_missiles2 90)
(sleep 90)
(camera_set tac_no1 0)
(sound_impulse_start sounds\characters\tactical\b10_tactical_01 tactical 1)
(sleep 1)
(camera_set tac_no2 90)
(sleep 90)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_04 cap 1)
(sleep 60)
(fade_out 1.00 1.00 1.00 60)
(sleep 90)
(switch_bsp 8)
(camera_set hangar_cam1 0)
(fade_in 1.00 1.00 1.00 60)
(object_create_anew hangar_hog)
(ai_place hangar_hog_driver)
(ai_force_active hangar_hog_driver true)
(vehicle_load_magic hangar_hog "w-driver" (ai_actors hangar_hog_driver/hangar_hog_driver))
(ai_command_list hangar_hog_driver hangar_hog_drive)
(sleep 180)
(camera_set hangar_cam2 0)
(sleep 30)
(camera_set hangar_cam3 210)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_05 none 1)
(sleep 150)
(camera_set hangar_cam4 120)
(sleep 90)
(camera_set hangar_cam5 150)
(sleep 90)
(camera_set hangar_cam6 180)
(sleep 120)
(camera_set hangar_cam7 210)
(sleep 150)
(sleep 60)
(fade_out 0 0 0 90)
(sleep 120)
(switch_bsp 7)
(object_create_anew gordon)
(ai_place gord)
(ai_attach gordon gord)
(fade_in 0 0 0 60)
(ai_command_list cap_bridge talk_to_gordon)
(sound_impulse_start sounds\characters\captain_lucas\b10_lucas_06 cap 1)
(sleep 105)
(sound_impulse_start sounds\characters\gordon\b10_gordon_01 none 1)
(sleep 90)
(fade_out 0 0 0 60)
(sleep 90)
(switch_bsp 0)
(object_create_anew ct_1968)
(unit_enter_vehicle ct_1968 cryotube_1 ct-driver)
(fade_in 0 0 0 60)
(camera_set cryo1 0)
(sleep 90)
(camera_set cryo2 120)
(sleep 180)
(fade_out 0 0 0 60)
(sleep 90)
(camera_set cryo_enter1 0)
(ai_place gord2)
(object_create_anew gordon2)
(ai_attach gordon2 gord2)
(fade_in 0 0 0 60)
(sleep 30)
(ai_command_list gord2 gordon_enter_cryobay)
(sleep 90)
(camera_set cryo_enter2 90)
(sleep 90)
(camera_set cryo3 0)
(sleep 60)
(camera_set cryo4 180)
(sleep 150)
(camera_set cryo5 210)
(sleep 150)
(object_create cryotube_1_steam_1)
(object_create cryotube_1_steam_2)
(sleep 120)
(fade_out 1.00 1.00 1.00 120)
(ai_erase gord2)
(object_destroy ct_1968)
(cinematic_stop)
(camera_control false)
(player_enable_input true)
(unit_enter_vehicle (player0) cryotube_1 ct-driver)
(fade_in 1.00 1.00 1.00 120)
(cinematic_screen_effect_start true)
(cinematic_screen_effect_set_filter_desaturation_tint 1.00 1.00 1.00)
(cinematic_screen_effect_set_filter 1.00 0.00 1.00 0.00 true 5.00)
(cinematic_screen_effect_set_convolution 1 2 10.00 0.00 5.00)
(sleep 210)
(cinematic_screen_effect_stop)
(object_destroy cryotube_1_steam_1)
(object_destroy cryotube_1_steam_2)
(sleep 60)
(unit_open cryotube_1)
)

Halo CE General Discussion » AI\biped in t-pose during cutscenes. Jan 10, 2019 12:47 AM (Total replies: 11)

Should I post the script or should I send a video showing how it's turns out in-game with script?

Halo CE General Discussion » AI\biped in t-pose during cutscenes. Jan 9, 2019 10:54 PM (Total replies: 11)

Quote: --- Original message by: DeadHamster
Quote: --- Original message by: Dabouss 15x
So I have some AI and bipeds that spawn during a cutscene and they are all just standing there in a t-pose and won't do anything else. I would really like to know how to fix this.


(ai_force_active AI_ENCOUNTER_NAME TRUE)
Thanks, it works for the AI but what about for biped, scenery, device machines, etc. that are frozen during cutscenes?

Halo CE General Discussion » AI\biped in t-pose during cutscenes. Jan 9, 2019 06:03 PM (Total replies: 11)

So I have some AI and bipeds that spawn during a cutscene and they are all just standing there in a t-pose and won't do anything else. I would really like to know how to fix this.

Halo CE General Discussion » Voice line compiling errors Jan 7, 2019 01:45 PM (Total replies: 2)

Yeah I fixed it by downloading those.
Edited by Dabouss 15x on Jan 7, 2019 at 01:46 PM

Halo CE General Discussion » Voice line compiling errors Jan 6, 2019 07:50 PM (Total replies: 2)

So when I try to compile some voice lines in tool i get this error

E:\Microsoft Games\Halo Custom Edition>tool sounds sounds\characters\will\b10_will_01 ogg 1
Couldn't read map file './toolbeta.map'
Importing sounds\characters\will\b10_will_01
Compressing...
EAX: 0x00000001
EBX: 0x017910E8
ECX: 0x00100000
EDX: 0x0000F9D7
EDI: 0x01920000
ESI: 0x017573E8
EBP: 0x0019E430
ESP: 0x0019E2F0
EIP: 0x77413F31, 32 46 02 A8 ?????
00000001 ?????
01537AED ?????
7C34218A ?????
77413812 ?????
EXCEPTION_ACCESS_VIOLATION

EXCEPTION (that's all I know!)


And I have exported the sound from audacity as 16bit mono 22khz. Fix?


Thanks, it worked! I guess the syntax has changed since the game came out.


Here is my current script right now

(global boolean mark_tutorial_hud_health false)

(global sound nightfall sound\music\ReachST\Nightfall\Nightfall)

(global sound package sound\music\ReachST\The_Package\The_Package)

(script static unit tutorial_hud_health
(unit
(list_get
(players) 0))
)

(script static boolean cinematic_skip_start
(begin
(cinematic_skip_start_internal)
(game_save_totally_unsafe)
(sleep_until
(not
(game_saving)) 1)
(not
(game_reverted))))

(script startup intro
(cinematic_start)
(switch_bsp 7)
(ai_allegiance human player)
(player_enable_input 0)
(camera_control 1)
(fade_in 1.00 1.00 1.00 60)
(sound_impulse_start package none 1)
(object_create patrol_a)
(ai_place cap_bridge_intro)
(ai_place nav_intro)
(ai_place tac_intro)
(vehicle_load_magic space_chair_1 "" (ai_actors nav_intro/nav_intro))
(vehicle_load_magic space_chair_2 "" (ai_actors tac_intro/tac_intro))
(camera_set intro_fly1 0)
(sleep 60)
(cinematic_set_title Introline1)
(device_set_position patrol_a 1.00)
(device_set_position patrol_b 1.00)
(camera_set intro_fly2 369)
(sleep 90)
(cinematic_set_title Introline2)
(sleep 369)
(fade_out 0 0 0 60)
(sleep 60)
(fade_in 0 0 0 90)
(camera_set intro_fly3 0)
(sleep 60)
(cinematic_set_title Introline3)
(camera_set intro_fly4 270)
(sleep 270)
(camera_set intro_close1 0)
(sleep 60)
(cinematic_set_title Introline4)
(camera_set intro_close2 150)
(sleep 120)
(camera_set intro_close3 60)
(sleep 30)
(camera_set intro_close4 90)
(sleep 60)
(camera_set intro_close5 120)
(sleep 120)
(cinematic_set_title Introline5)
(sleep 60)
(fade_out 1 1 1 120)
(sleep 120)
(ai_erase cap_bridge_intro)
(ai_erase tac_intro)
(ai_erase nav_intro)
(sound_impulse_stop sound\music\ReachST\The_Package\The_Package)
(switch_bsp 1)
(camera_control 0)
(player_enable_input 1)
(cinematic_stop)
(switch_bsp 0)
)

(script dormant music
(sound_impulse_start nightfall none 1)
)

(script dormant health
(sleep_until mark_tutorial_hud_health 1)
(wake music)
(hud_show_health true)
(hud_blink_health true)
(unit_set_maximum_vitality tutorial_hud_health 100.00 0.00)
(unit_set_current_vitality tutorial_hud_health 12.50 0.00)
(sleep 45)
(unit_set_current_vitality tutorial_hud_health 25.00 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 37.50 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 50.00 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 62.50 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 75.00 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 87.50 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 100.00 0.00)
(sleep 15)
(hud_blink_health false)
(set mark_tutorial_hud_health true)))

(script startup cryobay
(fade_in 1 1 1 60)
(hud_show_health false)
(hud_show_motion_sensor false)
(hud_show_shield false)
(sleep_until
(volume_test_objects health
(players)) 15)
(wake health)
)


I added it to my script but when trying to compile in sapien it just gave me this.

[scripts line 89] this is not a valid object name.: tutorial_hud_health 100.00 0.00)

recompiling scripts after scenarios were merged.

[scripts line 84] this left parenthesis is unmatched.: (script dormant health



After examining the scripts for The Pillar of Autumn i found how they turn the players health on and gradually increases using this script

*this was at top of script* (global bool mark_tutorial_hud_health false)

(hud_show_health true)
(hud_blink_health true)
(unit_set_maximum_vitality tutorial_hud_health 100.00 0.00)
(unit_set_current_vitality tutorial_hud_health 12.50 0.00)
(sleep 45)
(unit_set_current_vitality tutorial_hud_health 25.00 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 37.50 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 50.00 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 62.50 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 75.00 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 87.50 0.00)
(sleep 15)
(unit_set_current_vitality tutorial_hud_health 100.00 0.00)
(sleep 15)
(hud_blink_health false)


My question is how would I do the same? because after copying this into one of my script files it says tutorial_hud_health is not an object. So how would i change this so that it is the player who this happens to?


I was wondering this for a while, what script structure would you have to use to get it so the game will wait until the player hits a control panel and then begins a cutscene? For example this happens in the levels Halo, TSC, and The T&R where various switches and consoles are used.

Halo CE Technical / Map Design » Holographic Scenery Mar 25, 2018 02:22 PM (Total replies: 2)

So I was wondering how you can make a scenery object look like a hologram like the sage hologram from Lumoria.

Halo CE General Discussion » Sounds being wierd...(repost) Jan 15, 2018 12:53 PM (Total replies: 11)

Thanks so much! This will definitely help me. Also I would definitely check out that android app.

Halo CE General Discussion » Sounds being wierd...(repost) Jan 14, 2018 08:42 PM (Total replies: 11)

Yeah I should probably try that out thanks. :)

Halo CE General Discussion » Sounds being wierd...(repost) Jan 14, 2018 08:21 PM (Total replies: 11)

So I posted this on the Halo CE tech section but I decided to repost it here. (since this is where everyone seems to be) but I had a question as to why when I play a .sound_looping file from the level "The Maw" it only plays for a split second and cuts out abruptly. I have tried using (sleep blahblah) and have used other sound_looping files but nothing seems to work. Any fixes?


Here is the script I used for the music portion of my level.


(script startup gameplay
(sleep_until
(volume_test_objects music
(players)) 15)
(game_save)
(sound_looping_predict levels\d40\music\d40_08)
(sound_looping_start levels\d40\music\d40_08 none 1)
*problem*
)
Edited by Dabouss 15x on Jan 14, 2018 at 08:23 PM

Halo CE Technical / Map Design » Sounds being wierd... Jan 11, 2018 08:46 PM (Total replies: 2)

Yeah it plays fine in geurilla but still no change in game with script.

Halo CE Technical / Map Design » Sounds being wierd... Jan 10, 2018 07:32 PM (Total replies: 2)

So I used a sound_looping file from d40 in one of my levels and for some reason when it plays it plays for about a split second and then cuts for some reason. Here is the section of script for the music.

(script startup gameplay
(sleep_until
(volume_test_objects music
(players)) 15)
(game_save)
(sound_looping_predict levels\d40\music\d40_08)
(sound_looping_start levels\d40\music\d40_08 none 1)
)

And i've tried it without sound_looping_predict but no change. And this also happens with other regular .sound files and looping sounds. Any fixes for this?

Halo CE General Discussion » AI Mouth movements Oct 27, 2017 01:59 PM (Total replies: 14)

It Finally compiled but there is one issue. After I have changed it to a dialog file and go to recompile it gives me this exception.

Importing sounds\characters\crewman
Compressing...
Done.
EAX: 0x00000000
EBX: 0x01485701
ECX: 0x00000000
EDX: 0x00000000
EDI: 0x0018F590
ESI: 0x00000000
EBP: 0x0018F468
ESP: 0x0018F458
EIP: 0x77550C52
EXCEPTION halt in .\import_sounds.c,#935: sample_rate==_sound_sample_rate_22k
so i changed the sample rate to 22khz but still no change same error so I tried again but still same thing on both 44khz and 22khz

UPDATE: I FIXED IT! All I had to do was export the sound from audition with 22khz instead of 44khz! Thanks to MatthewDratt And R93 Sniper for your Help!
Edited by Dabouss 15x on Oct 28, 2017 at 02:28 PM


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