Entity Script Compiler

Utilities designed primarily for the xbox version of Halo 2.
slayer410





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Post by slayer410 »

Yeah Agent it appears it still has alot of problems... oh and a quick question on something. If you do script startup do you have to do script startup void? I was told you had to, but got it to work without it.
CherryVibez*





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Post by CherryVibez* »

Is there such documentation on this compiler I need to know? I've tried this in Entity and nothing but strange characters pop up. I would greatly appreciate a documentation or a tutorial if there was one avaliable. :)

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Tural




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Post by Tural »

CherryVibez* wrote:Is there such documentation on this compiler I need to know? I've tried this in Entity and nothing but strange characters pop up. I would greatly appreciate a documentation or a tutorial if there was one avaliable. :)

~ CherryVibez*
http://files.halomods.com/viewtopic.php?t=55155
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Agent ME




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Post by Agent ME »

If you get strange characters popping up, you did something wrong.
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Post by aka Monazight »

So, we've officially established that some scripts don't work?
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Agent ME




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Post by Agent ME »

It doesn't appear running a static script works, or defining a script similar to end_segment.
Hawaiian Modder




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Post by Hawaiian Modder »

Wow.
Everytime I go on vacation you do this to me.
Very nice job, Now I can work on some scripts.
Thank you so much.
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slayer410





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Post by slayer410 »

I know this is probably of no help to most, but I feel it may help those select few out there that don't understand this at all. It includes a sample of a working script, and samples of both scipts that don't work, and inject but you see no change.
Edit: Also I am just wondering what the print function does?
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scripts.rar
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jamesr66a




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Post by jamesr66a »

slayer410 wrote: Edit: Also I am just wondering what the print function does?
Nothing in MP. It's commented out in the XBC. I think in SP its like showing text on the screen.
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Agent ME




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Post by Agent ME »

slayer410 wrote:I know this is probably of no help to most, but I feel it may help those select few out there that don't understand this at all. It includes a sample of a working script, and samples of both scipts that don't work, and inject but you see no change.
Edit: Also I am just wondering what the print function does?
It doesn't do anything unless the debug mode in the xbe is on.

And about a few of those scripts - the improve framerate one obviously won't work because that's just for deleting unused stuff in a cutscene. Unless you place objects with those names, nothing will disappear.

About the flash_light control script, make sure it is "true" and NOT "True" - case sensitive.
slayer410





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Post by slayer410 »

Oh I know on the framerate one lol, but about the true... I got the script from SP and edited it, but the game had it on True. I never changed it. I will change it and see if it makes a difference though.
Edit: It injected properly but it changed nothing in game. Also on startup do you have to use startup void? I was told you have to but I got it to work without.
Last edited by slayer410 on Tue Aug 15, 2006 3:16 pm, edited 1 time in total.
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Redspike





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Post by Redspike »

is there a way to turn the debug mode on. ?
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Agent ME




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Post by Agent ME »

It's not known how, or at least maybe xbox7887 knows and is working on it.

With startup you just need to make it like

(script startup lol_script

whoever mentioned void... Where'd they get that from?
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Post by Shalted »

No, because the way debug functions are usually compiled into a game is like so.

Code: Select all

void Print(Text){//Using print as an example
#ifdef DebugBuild
        //Add Debugging code
#endif
}
It's then a simple manner of defining DebugBuild to include the debug code.
(I know the GNU GCC Compiler has a command line option for it, -dDebugBuild or something...)
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Post by slayer410 »

Agent ME wrote: whoever mentioned void... Where'd they get that from?
Turk did if I remember right.
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