Entity Script Compiler

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

0mfc0 wrote:All i can say is i <3 brok3n halo
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Post by drewboi »

OMG you guys broke my pc.. OMG it that lava?!?!?!?!? lol good job guys...
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Post by slayer410 »

Yes, I was using 1.1.6. Maybe it was the type of script I was using, and the fact that I edited them...although I tried mulitple scripts... hmm... and I loaded them instead of just pasting them in there and hitting compile.
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Post by madkyle12 »

omg.... now i really have to learn how to script :?
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Post by Shalted »

Let me clarify a few things, yes, it overwrites scripts, but you see the save and open buttons in the bottom right corner, yeah, it's so you can save and resume working on your script whenever you need to.

And the begin statements don't need to be included at the begining of a script because they're hard coded in the compiler.
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Post by FFIIMan »

Code: Select all

(script static switch_activate
  (sleep_until (= (device_group_get device_group_2) True))
  (physics_set_gravity 0.5)
))
heres part of a script that ive injected that works, when a switch that is part of or i should say linked to device_group_2 is activated the no gravity hack is activated. But thats not the whole script u need another part but thats the start of it.
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Post by Agent ME »

Cool - so you can make a switch basicly start a script? I was curious on how to go about that.

What would we need to add to that to work, other than a real name for a device group? It looks like that code would be functional on its own...

Wait - how does that code start up? It's static - so do you need a different script to wake it?

EDIT: Can the script compiler support new globals? I mean if I define a new global at the start like how Script Decompiler shows, will it correctly add it?
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Post by FFIIMan »

u have to edit the script objects with the updated scnr plugin but every time i try to open a maps scnr in entity with it gives me all these broken indents and then closes Entity, but i no how to add script objects(not without the plugin) but yeah if u want to go about the unkown its offset is 76 and its size is 36, also this script will only work if u have the rest of it and if you put it into containment.

No the script compiler doesnt inject globals yet.

[Edit]
If u want to see if the script u actually injected was injected go to entity's meta veiwer and scroll down to scripts and your scripts name should be the first one

p8ntbal told me this but if your trying to use the print command to print text on the screen like in SP you have to change something in the default.xbe, not sure what.
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Post by Juniorman030790 »

Snave wrote:Amazing work guys, it's a shame only a select few with be able to use this effectively.
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Post by Agent ME »

If you have problems with it, try using Entity version 1.1.6 from haloplugins.com.
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Post by neodos »

yes! it works fine with Entity 1.1.6 :)
Awesome job on it Brok3n Halo!
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Post by FFIIMan »

If your trying to spawn a weapon through a script the weapon has to be in the weapon pallet in the scnr tag. Not ITMC or collection or netgame equipment.
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Post by Agent ME »

What is the point of static scripts? Do you have to wake them?

I know the Startup start when the level starts, Dormat need to be wake(d) by another script, command_scripts are started by a special AI command, stubs are useless, but not sure about static.

And what else exactly do we need to get that one script that FFIIMan posted to work? It looks like that and a device group is all that's needed.
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Post by FFIIMan »

well i changed some stuff around in the script u should be able to find out what if u scan the SP lvl's

agent get on msm i want to talk to u about it
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Post by Shalted »

FFIIMan wrote:

Code: Select all

(script static switch_activate
  (sleep_until (= (device_group_get device_group_2) True))
  (physics_set_gravity 0.5)
))
Um... That won't compile... Because the compiler accepts boolean as true and false (Case Sensitive), and also a bracketing error... And globals are, to the best of my knowledge, supported.

Static scripts can be called like so:

Code: Select all


(script continuous Smash
   (lowGrav)
   (sleep 100)
   (highGrav)
   (sleep 100)
)

(script static negGrav
  (physics_set_gravity -10.0)
)

(script static highGrav
  (physics_set_gravity 10.0)
)
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Post by DiscoBob »

Thanks Shalted for this, it's been working fine for me. Except sometimes it kills my memory. (but im still using the older version of it)

Great work ;)
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Post by Loonycgb2 »

wow ive been scripting for a while now and this takes alot of work out of scripting but i hope ya can get the rest of the tags GJ
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Post by Tural »

To the people who were talking about it giving weird characters, in Entity 1.2.1, it gives me "Script compiled sucsessfully!"
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Post by neodos »

I looked at some SP scripts the scarab uses scripts to move,on cinematics 0_o
Last edited by neodos on Mon Aug 14, 2006 10:25 pm, edited 1 time in total.
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Post by Agent ME »

Does the compiler support calling static scripts?

In Zanzibar I've been successfully injecting scripts, but when I try to do something like (end_segment) or reference any of the other static scripts in there, the compiler fails (it gives its weird version of an error - if you call a bunch of random symbols and error message).
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