Entity Script Compiler

Utilities designed primarily for the xbox version of Halo 2.
-DeToX-




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Post by -DeToX- »

Shalted wrote:
-DeToX- wrote:Amazing. Someone give Brok3n Halo (The account) a programming Emblem.
Yes... Brok3n Halo... :wink:

And r0tten, it's newer than the one you have, and it's also an entity lib :)
And Shalted cause hes ub3r h4x with his programming. :wink:
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r0tten
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Post by r0tten »

Shalted wrote:
-DeToX- wrote:Amazing. Someone give Brok3n Halo (The account) a programming Emblem.
Yes... Brok3n Halo... :wink:

And r0tten, it's newer than the one you have, and it's also an entity lib :)

nice, downloading now, thank you for this!
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Post by ScottyGEE »

Haha nice. TBH I never had a good chance to test it before so I apologize for my lack of feedback...So hopefully I can try this one out ;)

My only complaint is that Teaco is a nub who kicks me from IRC alot :P
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Technically its only me animating though ;)
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Post by neodos »

Great
I will test to do something ^^ if i get something working ^^
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Post by Agent ME »

Can this add the required stuff for scripts into maps that don't use scripts? Does it decompile the pre-existing script when you start it? Can it compile scripts into maps longer than the existing scripts? Can it program my toaster to make me breakfast every morning?

/me runs to try ubertool (Hey, you should call it that lol!)
r0tten wrote:is this the same one i've had for about 2-3 weeks? sorry i never got back to you guys about it, work got real busy, i have had no real complaints about it so far though. i also was'nt sure before if it was cool to release anything i did with it. so i guess i'll dig up my example mod i made and post it later, it has some cool *** in it, nothing too special though, i'm not too good at scripting.
Must kill r0tten for holding out...
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Post by ScottyGEE »

:o
UberTools are Trademarked by The Fantastic 6!
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Technically its only me animating though ;)
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Tural




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Post by Tural »

Agent ME wrote:Can this add the required stuff for scripts into maps that don't use scripts? Does it decompile the pre-existing script when you start it? Can it compile scripts into maps longer than the existing scripts? Can it program my toaster to make me breakfast every morning?

Must kill r0tten for holding out...
I believe you have to add chunks, that's what I was told.
Why would it need to?
It adds scripts, it doesn't overwrite existing ones.
Yes.

I had it too. =x
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Agent ME




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Post by Agent ME »

It adds scripts? So we can't edit existing scripts? That... kinda sucks...

Edit: Wtf? Why is sucks asterisked out?
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Post by Tural »

Just a theory; If you inject a script with the same name as an exisiting one, does it overwrite it?
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Post by neodos »

Agent ME wrote:It adds scripts? So we can't edit existing scripts? That... kinda ***...

Edit: Wtf? Why is *** asterisked out?
Anyway if you can't edit a script, just copy the script an make anew chunk with the moded script that you just copied :roll:
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Post by Tural »

neodos wrote:Anyway if you can't edit a script, just copy the script an make anew chunk with the moded script that you just copied :roll:
Ever consider the possiblity that it may cause a problem to have two similar scripts, potentially conflicting each other?
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Post by neodos »

* Using that script on another map that doesn't have the same :P
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Tural




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Post by Tural »

Oh, so you're saying there's no reason to edit a script, because you can just put the script on a map you don't want it on. Perfect.
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Post by Agent ME »

I just tried it just injecting the old uber_gravity hack script into Outskirts and according to it it worked! /me dances in circle

And when I injected it a second time, and checked in the decompiler, it was only there once, so it either overwrote it... or there's a bug with the decompiler not showing two scripts of the same name.

EDIT: Now I compiled it again, but with the function name edited... and it seems to have overwrote the old one even though there's no name confliction... ?
Last edited by Agent ME on Mon Aug 14, 2006 12:14 am, edited 1 time in total.
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Post by neodos »

no i am saying that IF the script injection doesn't work, it what is hapening to me :wink: like i cant extract or inject models with entity...
Why? i don't know...
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Tural




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Post by Tural »

neodos wrote:no i am saying that IF the script injection doesn't work, it what is hapening to me :wink: like i cant extract or inject models with entity...
Why? i don't know...
That has nothing to do with your argument about overwriting scripts.
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Agent ME




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Post by Agent ME »

Also something strange...

When I inject

Code: Select all

(script startup uber_gravity_hack
 (begin
   (physics_set_gravity 2.5)
  )
)
I get the following from Script Decompiler 1.2

Code: Select all

(script startup uber_gravity_hack
 (begin
   (begin
     (physics_set_gravity 2.5)
  )
))
Odd. Will this affect execution?
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Post by neodos »

Tural give it up...maybe i should remember you that i don't speak english perfect so sorry if sometimes i dont get everything you say and vice-versa.
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Post by Tural »

How can I remember something I didn't ever know?
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Post by neodos »

Look at my location.
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