IWBD script please?

Apr 27, 2013
83
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36
Cali
#1
I would like to see the "I would have been your daddy" skull script and the script tool is not working for me... Please help

I would think its in ether outskirts or mainmenu... but i'm clueless probably in single_player_shared
 
Apr 27, 2013
83
0
0
36
Cali
#4
id think it would be something like


(ai_place <ai>)
(ai_magically_see <ai> players)
(sound_looping_start <looping_sound> <object> <real>)
(if (= (ai_living_count <ai>) 0) (ai_place <ai>) )
(if (= (ai_living_count <ai>) 0) (ai_place <ai>) )
(if (= (ai_living_count <ai>) 0) (ai_place <ai>) )
(if (= (ai_living_count <ai>) 0) (ai_place <ai>) )
(if (= (ai_living_count <ai>) 0) (ai_place <ai>) )
 
Apr 27, 2013
83
0
0
36
Cali
#6
(script dormant e5b_inf0_main
(ai_place e5b_cov_inf0 1)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; Wave 2
(ai_place e5b_cov_inf0 2)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; Wave 3
(ai_place e5b_cov_inf0 3)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; Wave 4
(ai_place e5b_cov_inf0 4)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; Wave 5
(ai_place e5b_cov_inf0 5)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; Wave 6
(ai_place e5b_cov_inf0 6)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; Wave 7
(ai_place e5b_cov_inf0 7)
(ai_set_active_camo e5b_cov_inf0 true)
(sleep 90)
(ai_set_active_camo e5b_cov_inf0 false)
(ai_magically_see_object e5b_cov_inf0 (player0))
(sleep_until (<= (ai_living_count e5b_cov_inf0) 0))
(garbage_collect_now)

; You win!
(set g_e5b_finished true)
(ice_cream_flavor_stock 5) ; Daddy!
)

woo hoo yeah thank you
 
Mar 20, 2013
535
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42
Hawaii
www.h2mt.org
Gamertag
Kills Alone
#7
The IWHBYD Skull is definitely one of the best challenges in H2 and its cool how it ties into H1. I always speculated that it tied into the rest of the saying so: "I would have been your daddy, but the dog beat me over the fence". To me that seems to hint at a covenant or forerunner connection to the humanity where the "dog" is the possibly the Flood. But then I haven't played any of the newer Halos so I'm probably missing some newer clues or story info related to that by now.

We incorporated a few of the skulls into our custom campaign maps. The other day I was play-testing the maps; so I activated the built-in Camo button script and hit it again to increase the difficulty (which activates a few skulls at once), when you turn skulls on they tend to stay on (unless you are memory editing), so on the next map, a custom Coag, I activated the skulls again just to see what would happen and it said IWHBYD. LOL, my own IWHBYD on Coag. Personal achievements will always outweigh built-in ones.

So why the interest in the script?

You might be interested in this Cheat Engine 5.6 file as well:
http://h2mt.h2pc.org/tools/2_Vista/Cheat_Engine/5.6/
I forget which .CT file it is exactly, but I think its one of the .CT's labeled with Server or Engine, anyways it allows you to activate which skull(s) you want during SP.
 
Mar 20, 2013
535
1
0
42
Hawaii
www.h2mt.org
Gamertag
Kills Alone
#9
Cool, you will need the tools mentioned in the H2MT Repository under the notes section; you probably already have those. You will also need [DATA+TAGS] The Essential Collection so you have a few example SP scenarios to study.

I don't have CE setup all the way right now (just some custom edition files for compiling models) so I cannot look at your CE SP map, give me a description and I can tell you if its possible. We have more source files coming soon as well, which will include more SP scenarios and new maps/weapons.
 
Mar 20, 2013
535
1
0
42
Hawaii
www.h2mt.org
Gamertag
Kills Alone
#12
Much of that is possible in H2V, however; only variants based on the Elite and MC characters are available and that will not change unless they are released by ZTeam, who have made extraction tools, thus there is no guarantee they will ever be released.

Another problem we had was getting the AI to spawn after map start, or respawn of player.

And if you are not discouraged enough by now; know that when you want to place some objects, such as characters and weapons, you need to place them in H2Sapien then copy the xyz and rotation coordinates to the same scenario but through H2Guerilla NEW.
 
Mar 20, 2013
535
1
0
42
Hawaii
www.h2mt.org
Gamertag
Kills Alone
#16
You can type scripts right in to H2Guerilla as the .scenario_hs_source_file tag, add them to the scenario of course, then they are included when packaged. You do not need to compile them. When you package them you watch for errors or check the log file.

http://h2mt.h2pc.org/tools/2_Vista/Scripts/


If the scripts are too long you need a tool we have in there called the H2V Scripting Maker. You will know if your script is too long because it will get cut off when saved, tool steps around that limitation.


--


Console-wise there is one but it is only in Sapien (not ingame) and many commands appear to be locked in that mode. Just search the Repository Notes section for H2 Sapien - DEBUG MODE for more info on that.
 
Apr 27, 2013
83
0
0
36
Cali
#17
Alright, I'll have to mess with the H2Guerilla NEW, I haven't tried editing a scenario with it yet.

I was trying to make a switch like the one for CE was very difficult, I ended up making a coconut you blow up to trigger what ever. Is there any tags for switches? I know in single player there are a few.... I like the one to activate the Gondola.
 
Apr 27, 2013
83
0
0
36
Cali
#20
yeah

look at the conditions just to activate it


(script dormant e5b_main
; Some things shut this down immediately
(if
(or
(game_is_cooperative)
(not (difficulty_legendary))
(not (= 0 (random_range 0 7)))
)
(sleep_forever)
)

; If the player is nearby, create the key
(sleep_until (volume_test_objects tv_e5b_main (players)) 15)

; Here is the horrible part
(game_save_cancel)
(game_save)
(sleep_until (not (game_saving)) 1)
(if (not (game_reverted))
; Do it. Do it now.
(begin
; Shut down e5
(set g_e5b_started true)

; Create the key
(object_create key)

; Wait until someone picks it up...
(sleep_until
(and
(unit_has_weapon (unit (player0)) "objects\weapons\multiplayer\ball\head_sp.weapon")
(volume_test_object tv_e5b_main (player0))
)
5
)

; Teleport the player...
(sleep 30)
(e5b_reset_player)

; Start things up
(wake e5b_inf0_main)
(wake e5b_resetter)
)
)
)