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Entity Script Compiler *Now with squads*!

Posted: Tue Sep 05, 2006 8:39 pm
by Shalted
Well, being bored, I finally got around to adding squads to the compiler, although I havn't tested it. Why? Because I have no need to, I find AI pointless and redundant, but it was done as a request so...

Updates:
Fixed memory leak(s).
Added squads.
Probably added, another message bug.

Yeah, I think I may have added a bug where it will wont report a script as successfully compiled, maybe a space will appear. Anyway, if there are any bugs, post them, and I may get around to adding them
Do not PM me! I will not respond to any PM's.

Posted: Tue Sep 05, 2006 8:49 pm
by Tain7ed
I agree with you on the AI being pointless(atleast to the degree it is right now) But i think this will greatly help those wanting to mess with AI hey maybe this will lead to a break through, Oh well thanks Anyways dude

Posted: Tue Sep 05, 2006 8:56 pm
by LuxuriousMeat
thanks for the update and i have a suggestion for it you should work with kff and add the decompiler into this so we can view the other scripts and possibly edit them without creating brand new ones

Posted: Tue Sep 05, 2006 8:56 pm
by r0tten
nice job. probably hsould have tested it still, even if you dont like ai.

Posted: Tue Sep 05, 2006 9:05 pm
by Anthony
r0tten wrote:nice job. probably hsould have tested it still, even if you dont like ai.
why test it when he has you to test? ehh good point Anthony! As for LuxuriousMeat I thought about that along time ago when the script compiler was just for Brok3n Halo members. Its not that hard in fact we might add the decompiler to entity...

Posted: Tue Sep 05, 2006 9:09 pm
by LuxuriousMeat
cool will you be able to edit them or just view them

Posted: Tue Sep 05, 2006 9:21 pm
by Shalted
Good point Anthony :).

Anyway, for this to work with the decompiler, the decompiler has to be changed a little, like it decompiles boolean statements as "True" and "False", when the compiler accepts them as "true" and "false". Also, I'd have to add a whole lot of data types that I don't know how to support.

Re: Entity Script Compiler *Now with squads*!

Posted: Wed Sep 06, 2006 12:24 am
by sundriedprawn
Shalted wrote:I find AI pointless and redundant, but it was done as a request so...
yeah me too but good job :wink: :D

Posted: Wed Sep 06, 2006 1:15 am
by Geo
"AI" at the moment is pointless.

AI, if it was the same as in Single Player, would be good.

GJ on this. :wink:

Posted: Wed Sep 06, 2006 2:58 am
by ScottyGEE
I also find it pointless and redundant...Only reason I'd use it is for to learn more, or to show off to friends (obviously I wouldnt credit myself for such a thing ;)) or to increase the player count at the next halo2 LAN party (if stuff gets figured out, I'd love to have a 32 player team deathmatch, 16 people vs 16 bots :D)

Posted: Wed Sep 06, 2006 3:16 am
by nintendo9713
ScottyGEE wrote:I also find it pointless and redundant...Only reason I'd use it is for to learn more, or to show off to friends (obviously I wouldnt credit myself for such a thing ;)) or to increase the player count at the next halo2 LAN party (if stuff gets figured out, I'd love to have a 32 player team deathmatch, 16 people vs 16 bots :D)
That would be so cool :shock: and very nice job!

Posted: Wed Sep 06, 2006 3:57 am
by StalkingGrunt911
Nice release and the decomplier sounds like a good idea to add to entity. :)

Posted: Wed Sep 06, 2006 4:08 am
by slayer410
Thanks Shalted. :D When you say you added support for ai squads do you mean- command scripts supporting points, squad settings as in spawning through trigger volumes, setting them as blind, etc. Basically can you tell me what is really supported ai wise. Once again, thanks Shalted.

Posted: Wed Sep 06, 2006 4:29 am
by H2PLAYER116
what does a script compiler do exactly? (sry i dont normally use entity)

Posted: Wed Sep 06, 2006 5:23 am
by xXxCocoFangxXx
Thanks Shalted!

Posted: Wed Sep 06, 2006 6:18 am
by Trulife8342
Nice compiler, And obviously I dont think AI is pointless, but w.e I love it, its what I want to do when I grow up, be an AI programmer for a gaming company, thanks again for the program.

Posted: Wed Sep 06, 2006 7:21 am
by dec1234
Trulife8342 wrote:Nice compiler, And obviously I dont think AI is pointless, but w.e I love it, its what I want to do when I grow up, be an AI programmer for a gaming company, thanks again for the program.
Same...

well i like the ai weather it be smart or not its something new and well i like it and i dont really know why :D

This should come in handy thanks Shalted

Posted: Wed Sep 06, 2006 10:10 am
by Shalted
Well, currently it only supports AI squads (Reflex 352? I think), but it wouldn't be too hard to add other AI things, except AI points (and any data type with a refrence to two reflexives). And I currently don't know how to add CS support.

Posted: Wed Sep 06, 2006 10:13 am
by Trulife8342
shit points would have been extremly useful, fuck k w/e lol

Posted: Wed Sep 06, 2006 10:18 am
by H2PLAYER116
nobody answered my question can someone please answer my quetion because i would like to know what this does