
Did he do what I think he did?

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Try this:Gruntlord5 wrote:ok, i posted this on the forums, but most people here are just as unsure as i am, so here it goes. what do i change in an sp film to play as a grunt? he is only holding a needler and plasma pistol, so there should be no animation problems.
lol thats what i tried, but nothing was found when i did the search.Eaton wrote:Try this:Gruntlord5 wrote:ok, i posted this on the forums, but most people here are just as unsure as i am, so here it goes. what do i change in an sp film to play as a grunt? he is only holding a needler and plasma pistol, so there should be no animation problems.
Open the map the film was filmed on in Johnson or Engineer. Go to the Masterchief bipd tag and copy the identifier.
Open the film in a hex editor and search for that identifier.
If a result pops up, go back to the map open in Johnson, copy the Grunt identifier, and replace the Masterchief's identifier with the Grunt's.
Save changes, resign with Halomods Container Tool.
I do not know if that is the way, but that it the way i think you do it.
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Code: Select all
(script startup shrine_main
(begin
(vehicle_auto_turret turret_north0 tv_turret_north0 185 195 10)
(vehicle_auto_turret turret_north1 tv_turret_north1 195 205 10)
(vehicle_auto_turret turret_side0 tv_turret_side0 185 190 10)
(vehicle_auto_turret turret_side1 tv_turret_side1 182.5 190 10)
(vehicle_auto_turret turret_south0 tv_turret_south0 189 195 10)
(vehicle_auto_turret turret_south1 tv_turret_south1 190 200 10)
)
)
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lolkornman00 wrote:REMOVE THAT *** BEGIN STATEMENT RIGHT NOW YOU ***, HOW MANY TIMES MUST I SAY IT?
kornman00 wrote:No, thats NOT what bungie does. They haven't started ANY of their scripts with a begin in Halo, Halo 2, NOR Halo 3. Someone just didn't understand the whole idea to the scripting runtime which caused this whole begin statement crap to contaminate the modding scene, once again...neodos wrote: When i script i always use begin, and it always work and that's how bungie does on halo 2.
kornman00 wrote:If I ever see you using a begin statement as the first expression in your scripts again, I'm going to go candlejack on your ass bit-neodos wrote:If your map has script, then you just need to know the name of your ai squad and then compile this script:
Code: Select all
(script static camo (begin (ai_set_active_camo name_of_your_ai_elite True) ) )