I have some Questions

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WarKing3





Posts: 8
Joined: Tue Jul 08, 2008 4:28 am

I have some Questions

Post by WarKing3 »

I'll start with my first. How can I make my ai stop running out of ammo? My snipers end up going from dealing out complete pwnage to utter failure after a few rounds.
L0d3x




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Post by L0d3x »

From what I recall I seemed to only have that problem when I had my map marked as a multiplayer map.

Change it to an SP map and see if that makes a difference.
WarKing3





Posts: 8
Joined: Tue Jul 08, 2008 4:28 am

Post by WarKing3 »

You can do that now can you? How do I do that? It wasn't around 3 years ago.

Edit: Never mind, I found a tutorial. Thanks for the help.
L0d3x




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Post by L0d3x »

Ah no problem, don't hesitate to ask more questions, here or on msn or wherever!
WarKing3





Posts: 8
Joined: Tue Jul 08, 2008 4:28 am

Post by WarKing3 »

I do have another question. I have a solo map ready for testing and... what button is it to open the console? :oops: I have been running my fingers down the keyboard but I'm obviously not pressing the right key.

Edit: Oh I had to place -console after the qoutes. Well that's sorted.
WarKing3





Posts: 8
Joined: Tue Jul 08, 2008 4:28 am

Post by WarKing3 »

Sorry for the double post, I don't know how to bump the topic.

Here is my script:

Code: Select all

(script startup script_1

	(ai_allegiance player human)

	(sleep_until (volume_test_objects trig_1 (players))5)

	(sv_say "Chief, Clear out all hostiles in the base, reinforcements will arrive when the area is secure")
	(ai_place blue_floor_1_2_cov)
	(ai_place blue_floor_1_1_mar)

	(sleep_until (volume_test_objects trig_2 (players))5)

	(ai_place blue_floor_1_3_cov)

	(sleep_until (= (ai_living_count blue_floor_1_2_cov) 0) 5)
	(sleep_until (= (ai_living_count blue_floor_2_1_cov) 0) 5)
	(sleep_until (= (ai_living_count pel_cov) 0) 5)
	(sleep_until (= (ai_living_count blue_floor_1_1_cov) 0) 5)
	(sleep_until (= (ai_living_count blue_floor_1_3_cov) 0) 5)

	(game_save_totally_unsafe)
	(sv_say "Head to the small building at the front Chief, the area's secure")

	(sleep_until (volume_test_objects trig_3 (players))5)

	(game_save_totally_unsafe)
	(sv_say "Marines are on the way, south of your position Chief, enemy reinforcements are aproaching from the north")
	(sv_say "Clear 'em out!")
	(ai_place ground_blue_1_mar)
	(ai_place ground_blue_1_cov)
	(ai_place ground_blue_2_cov)
	(object_create_anew gun2)
	(object_create_anew gun2)
	(ai_place maze_def_1_cov)

	(sleep_until (= (ai_living_count ground_blue_1_cov) 0) 5)
	(sleep_until (= (ai_living_count ground_blue_2_cov) 0) 5)

	(game_save)
	(sv_say "Chief, there is another Covanent base to the south, rock falls block the most direct route")
	(sv_say "You'll have to head north, the path leads round to the base")

	(sleep_until (volume_test_objects trig_4 (players))5)

	(ai_place maze_ass_mar)
	(ai_place blue_path_1_cov)
	(ai_magically_see_players blue_path_1_cov)
	(sv_say "Marines are scrambled everywhere Chief, help as many as you can")

	(sleep_until (volume_test_objects trig_5 (players))5)

	(ai_place maze_1_cov)
	(sv_say "A Warthog is waiting with some marines on the other side of this building Chief")

	(sleep_until (volume_test_objects trig_6 (players))5)

	(game_save_totally_unsafe)
	(ai_place maze_1_mar)
	(sv_say "Sir! We're here to help")

	(sleep_until (volume_test_objects trig_7 (players))5)

	(game_save_totally_unsafe)
	(ai_kill_silent tele_block_cov_1)
	(object_create_anew wart1)
	(object_create_anew wart3)
	(sv_say "Use the Warthog Chief, get to the Covanent base fast")
	(ai_place warthog_mar)
	(ai_place maze_ass_1_cov)
	(ai_place maze_ass_2_cov)

	(sleep_until (volume_test_objects trig_8 (players))5)

	(ai_set_respawn maze_ass_1_cov false)
	(object_create_anew wart2)
	(object_create_anew gho1)
	(object_create_anew gho2)
	(object_create_anew gun6)
	(object_create_anew sniper1)
	(ai_place centre_1_cov)
	(ai_place centre_2_cov)
	(ai_place red_path_1_1_cov)
	(ai_place red_path_1_2_cov)

	(sleep_until (volume_test_objects trig_9 (players))5)

	(game_save_totally_unsafe)
	(object_create_anew gun3)
	(object_create_anew gun4)
	(object_create_anew gun5)
	(sv_say "The base is full of Covanent Chief, start the battle now, reinforcements are on the way")
	(ai_place red_path_exit_ambush)
	(ai_place ground_red_1_cov)
	(ai_place ground_red_2_cov)
	(ai_place ground_red_3_cov)
	(ai_place red_floor_1_1_cov)
	(ai_place red_floor_1_2_cov)
	(ai_place red_floor_2_1_cov)

	(sleep_until (volume_test_objects trig_19 (players))5)

	(sv_say "NOTICE: the teleporter right of your spawn point will activate upon the start of the battle")

	(sleep_until (volume_test_objects trig_10 (players))5)
	
	(sv_say "Reinforcements have arrived Chief")
	(ai_command_list_advance ground_red_3_cov)
	(ai_kill_silent tele_block_cov_2)
	(ai_place ground_red_1_mar)
	(ai_place ground_red_2_mar)
	(ai_magically_see_encounter ground_red_1_mar ground_red_1_cov)
	(ai_magically_see_encounter ground_red_2_mar ground_red_2_cov)

	(sleep_until (volume_test_objects trig_11 (players))5)

	(game_save_no_timeout)
	(sv_say "Those look like teleporters")
	(ai_place red_floor_1_3_cov)
	(ai_place red_floor_1_1_mar)

	(sleep_until (volume_test_objects trig_12 (players))5)

	(game_save_cancel)
	(game_save_no_timeout)
	(sv_say "Chief, Enemies are arriving through the teleporters")
	(ai_place red_floor_1_4_cov)

	(sleep_until (= (ai_living_count red_floor_1_4_cov) 0) 5)
	(sleep_until (= (ai_living_count red_floor_2_1_cov) 0) 5)
	(sleep_until (= (ai_living_count ground_red_1_cov) 0) 5)
	(sleep_until (= (ai_living_count ground_red_2_cov) 0) 5)
	(sleep_until (= (ai_living_count ground_red_3_cov) 0) 5)
	(sleep_until (= (ai_living_count red_floor_1_1_cov) 0) 5)
	(sleep_until (= (ai_living_count red_floor_1_2_cov) 0) 5)
	(sleep_until (= (ai_living_count red_floor_1_3_cov) 0) 5)

	(game_save_cancel)
	(game_save_totally_unsafe)
	(sv_say "Head to the small building at the front Chief, the area is clear of hostiles")

	(sleep_until (volume_test_objects trig_13 (players))5)

	(game_save_totally_unsafe)
	(object_create_anew shotgun1)
	(object_create_anew rifle1)
	(object_create_anew rifle2)
	(object_create_anew pistol1)
	(object_create_anew launcher1)
	(object_create_anew sniper2)
	(object_create_anew cannon1)
	(object_create_anew ammo1)
	(object_create_anew ammo2)
	(object_create_anew ammo3)
	(object_create_anew ammo4)
	(object_create_anew ammo5)
	(object_create_anew ammo6)
	(object_create_anew ammo7)
	(object_create_anew ammo8)
	(object_create_anew ammo9)
	(object_create_anew ammo10)
	(object_create_anew ammo11)
	(object_create_anew ammo12)
	(object_create_anew ammo13)
	(object_create_anew ammo14)
	(object_create_anew ammo15)
	(object_create_anew ammo16)
	(object_create_anew ammo17)
	(object_create_anew ammo18)
	(object_create_anew ammo19)
	(ai_kill_silent tele_block_cov_3)
	(object_create_anew wart4)
	(object_create_anew shee1)
	(object_create_anew shee2)
	(object_create_anew gun7)
	(ai_place mar_reinforcements_1)
	(sv_say "A friendly outpost further up the road has been taken by the Covenant, survivors are regrouping here")
	(sv_say "Chief, there are banshees there. Clear out the hostiles and grab one. It would really help in the upcoming battle")

	(sleep_until (volume_test_objects trig_15 (players))5)
	(sv_say "Chief, marines report they left a sniper rifle and a launcher with plenty of ammo in there")

	(game_save_totally_unsafe)
	(ai_place outpost_jackals)
	(ai_place outpost)
	(object_create_anew wart5)
	(object_create_anew wart6)
	(ai_place mar_reinforcements_2)
	(unit_set_enterable_by_player wart5 false)
	(unit_set_enterable_by_player wart6 false)

	(sleep_until (volume_test_objects trig_17 (players))5)

	(sv_say "NOTICE: moving the Banshee on the right off the teleporter base will activate the teleporter near base 2 (the red one).")
	(ai_place outpost_banshee)
	(ai_kill_silent ground_red_1_mar)
	(ai_kill_silent ground_red_2_mar)
	(ai_kill_silent red_floor_1_1_mar)

	(sleep_until (volume_test_objects trig_16 (players))5)

	(game_save_no_timeout)
	(object_create_anew gun8)
	(object_create_anew gun9)
	(object_create_anew gun10)
	(object_create_anew gun11)
	(sv_say "Chief, enemy reinforcements are arriving through the teleporters. They're crossing over the centre valley!")
	(ai_place cov_reinforcements_1)
	(ai_place centre_cov_up_1)
	(ai_place centre_cov_up_2)
	(ai_place centre_cov_up_3)
	(ai_place air_def_outpost)

	(sleep_until (= (ai_living_count cov_reinforcements_1) 0) 5)

	(sv_say "They're retreating! Chief, head to the small building at the front of the second base")
	(game_save_cancel)
	(game_save_no_timeout)

	(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
	(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
	(sleep_until (= (ai_living_count outpost) 0) 5)
	(sleep_until (= (ai_living_count air_def_outpost) 0) 5)

	(sleep_until (volume_test_objects trig_13 (players))5)

	(game_won)
)

(script startup script_2

	(sleep_until (= (ai_living_count ground_blue_1_cov) 0) 5)
	(sleep_until (= (ai_living_count ground_blue_2_cov) 0) 5)

	(sleep_until (volume_test_objects trig_14 (players))5)

	(ai_place centre_ambush_pel)
)

(script startup script_3

	(sleep_until (volume_test_objects trig_16 (players))5)

	(sleep_until (> (ai_living_count outpost_banshee) 0) 5)

	(sleep_until (volume_test_objects trig_13 (players))5)

	(sleep_until (> (ai_living_count outpost_banshee) 0) 5)

	(sv_say "The Outpost still has hostiles")

)

(script startup script_4

	(sleep_until (volume_test_objects trig_16 (players))5)

	(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
	(sleep_until (> (ai_living_count outpost_jackals) 0) 5)

	(sleep_until (volume_test_objects trig_13 (players))5)

	(sleep_until (> (ai_living_count outpost_jackals) 0) 5)

	(sv_say "The Outpost still has hostiles")
)

(script startup script_5

	(sleep_until (volume_test_objects trig_16 (players))5)

	(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
	(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
	(sleep_until (> (ai_living_count outpost) 0) 5)

	(sleep_until (volume_test_objects trig_13 (players))5)

	(sleep_until (> (ai_living_count outpost) 0) 5)

	(sv_say "The Outpost still has hostiles")

)
(script startup script_6

	(sleep_until (volume_test_objects trig_16 (players))5)

	(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
	(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
	(sleep_until (= (ai_living_count outpost) 0) 5)
	(sleep_until (> (ai_living_count air_def_outpost) 0) 5)

	(sleep_until (volume_test_objects trig_13 (players))5)

	(sleep_until (> (ai_living_count air_def_outpost) 0) 5)

	(sv_say "The Outpost still has hostiles")

)

(script startup script_7

	(sleep_until (volume_test_objects trig_16 (players))5)

	(sleep_until (= (ai_living_count outpost_banshee) 0) 5)
	(sleep_until (= (ai_living_count outpost_jackals) 0) 5)
	(sleep_until (= (ai_living_count outpost) 0) 5)
	(sleep_until (= (ai_living_count air_def_outpost) 0) 5)

	(sv_say "The Outpost is clear of hostiles")
)

(script startup script_8

	(sleep_until (= (ai_living_count ground_blue_1_cov) 0) 5)
	(sleep_until (= (ai_living_count ground_blue_2_cov) 0) 5)

	(sleep_until (volume_test_objects trig_18 (players))5)

	(sv_say "NOTICE: moving the Warthog off the teleporter base will activate the teleporter left of your spawn point.")
)

(script continuous script_9

	(sleep_until (volume_test_objects trig_20 (players))5)

	(sv_say "COMPUTER: Unacceptable Lifeform, Depositing...")
)

(script continuous script_10

	(sleep_until (volume_test_objects trig_21 (players))5)

	(sv_say "COMPUTER: Unacceptable Lifeform, Depositing...")
)
First, the game doesn't finish, it doesn't do the "Game_Won" command even with all the things above completed.

Second, Before switching the game to solo, I used the server function to tell the player what to do. It doesn't work on solo so how do I give the player ingame instructions?

Third, Is there a way to get teleporters to work in solo?
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Andrew_b




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Post by Andrew_b »

For question 3, you would put a trigger volume where you would want the teleporter, then a flag where you want him to teleport to. Then you would use a script that i have forgotten :P
Gothamite





Posts: 29
Joined: Fri Apr 27, 2007 6:54 am

Post by Gothamite »

I beilieve to open the console hit the ~ key. On my keyboard it is under the Escape button.
WarKing3





Posts: 8
Joined: Tue Jul 08, 2008 4:28 am

Post by WarKing3 »

Andrew_b wrote:For question 3, you would put a trigger volume where you would want the teleporter, then a flag where you want him to teleport to. Then you would use a script that i have forgotten :P
Goody, I'll look through HS_Doc
I beilieve to open the console hit the ~ key. On my keyboard it is under the Escape button
Mine opens with the ¬ key.
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