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[TUT] [SLC] Add/Change Script Objects
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Nominated 0 Times in 0 Posts TOTM Award(s): 0 ![]() | [TUT] [SLC] Add/Change Script Objects SCRIPT OBJECTS can be found under the [SCRN] tag right near the top (third section box down). First off, if we want to change an already placed object to something else, the easiest way to do this is to find an object with a placement index of -1. Then we know that script object isn't attached to any other part, so we can use that section and attach it to whatever part we choose. Now if we don't want to use a -1 placement object or for whatever reason need to change one, here's what we need to do. Each object TYPE has a corrisponding section box. They are all obvious as to the sections they relate to (ex. "6: Scenery" => SCENERY), except for: "11: Obstacle" => CRATES So if you drop-down the SCRIPT OBJECTS box to #11 and that has a TYPE of "10: Sound Scenery" and a PLACEMENT INDEX of "2", then if you looked under the SOUND SCENERY section, and use the drop-down box to go to #2, you would see that it has a NAME of "11: Crane Base". This is important as it links both directions. If you were to change the SCRIPT OBJECTS box #11 to something else you would definately lose SLC as the SOUND SCENERY still thinks that box #11 belongs to it. Therefore, to maintain SLC you need to go into SOUND SCENERY and change the NAME to "nulled" and then you can change it to whatever you want under the SCRIPT OBJECTS section. Once you modify the SCRIPT OBJECTS section to what you want to change it to, you need to also link the new object back. *NOTE* if you are going to clone a chunk, I suggest cloning the last chunk as cloning one in the middle of the list will throw off the linking numbers! This goes for both the SCRIPT OBJECTS section and the section for whatever type of object you are adding. (************************************************) Okay, that's all confusing, so let's look at a quick example on highplains.map: [SCNR] tag Right click on the right window and CLONE CHUNK ![]() Select the last chunk under SCRIPT OBJECTS, change Amount of chunks to 2 and hit CLONE. ![]() Select the last chunk under CRATES, change Amount of chunks to 2 and hit CLONE. ![]() Now select ADD META TO MAP and change to the META EDITOR view. Under SCRIPT OBJECTS, change the box to the second to last number (should be #76 -> matthole) rename it to "hvac_launch_red" and change the TYPE to "11: Obstacle" and the PLACEMENT INDEX to #31 (or the second to last number that you have under CRATES) and click Save. We will do the same for #77 (or the last). Rename it to "hvac_launch_blue", change the TYPE to "11: Obstacle", change the PLACEMENT INDEX to #32 and hit save. *NOTE* the title in the box will not change until you drop the box down. ![]() Now scroll way down (about 85% of the way) and find the CRATES tag. Select #31 from the drop-down box and change TYPE to "4: ...\hp_hvac_lift_short" or for proper effect see my other tutorial on making a larger lift here: Adding new lifts [SLC] and change it to "5: ...\hp_hvac_lift_long". Also, change the NAME to "76: hvac_launch_red" and fill in the following: POSITION X = 9.5 POSITION Y = -16.505 POSITION X = 7.5 ROTATION YAW = 0 ROTATION PITCH = 0.35 ROTATION ROLL = -0.4 UNIQUE ID = 175898755 ![]() Hit SAVE and then select box #32. Again change TYPE to "4: ...\hp_hvac_lift_short" or "5: ...\hp_hvac_lift_long", change the NAME to "77: hvac_launch_blue" and fill in the following: POSITION X = -6.07558 POSITION Y = 4.608281 POSITION X = 5.5 ROTATION YAW = 0 ROTATION PITCH = -0.18 ROTATION ROLL = 0.4 UNIQUE ID = 175898756 ![]() That's it. Now you will have a lift at the top of each base that launches you in the direction of the other (or if you have the hp_hvac_lift_long, it will take you to the other side) Last edited by TroyMac1ure; 09-05-2008 at 10:21 PM. Reason: added in game pic | ||||||
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