ABANDONED object_set_velocity example on 040_voi at expression 11973 changing script shut_door_forever_immediate to gamesaveloop, continuous, starts index 1862, goes to 1850 ABANDONED move_warthog1 script starting expression 1868 ABANDONED (cs_move_towards (player0) true) example in 120_halo at expression 32261 ABANDONED going to use (script command_script void move_cs for this, script index at 10673 ABANDONED using cs_move at 10673 for object_set_velocity, example on 040_voi,11973 using cs_move at 10673 for (cs_movement_mode 2), example on 120_halo,32979 changinge reset_map_reminder script to ai_spawn_script, starts index 1877 (ai_place "beach_inf_marines" (- 3 testnum)) at 10742 ABANDONED spawn warthog1 again when dead, using this as a reference at expression 12075 ABANDONED (sleep_until (<= (ai_living_count "beach_inf_cov04/beach_chief") 0)) ABANDONED ------------------------------old124----------------------------------------- ABANDONED (script continuous void ai_spawn_script ABANDONED (sleep 450) index,1868 salt,60095 ABANDONED (sleep_until (<= (ai_living_count "warthog1") )) index,10757 salt,36217 ABANDONED (ai_place "warthog1" (- 3 testnum)) index,10742 salt,36202 ABANDONED ABANDONED ----------------------------------------------------------------------- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void ai_ignore_players_temp (ai_disregard (players) true) index,1802 salt,60029 (sleep 1800) index,1810 salt,60037 (ai_disregard (players) false) index,1813 salt,60040 (sleep 300) index,1821 salt,60048 ) /////////////////////////////////////////////////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\old125\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void ai_spawn_script (sleep 450) index,1868 salt,60095 (ai_place "warthog1" (- 3 testnum)) index,10742 salt,36202 (warthog1 string address 5474) (sleep 450) index,10749 salt,36209 (ai_erase warthog1) index,6421 salt,64648 /////////////////////////////////////////////////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\old126\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void ai_spawn_script (sleep 100) index,1868 salt,60095 (ai_place "beach_inf_marines" (- 14 testnum)) index,10742 salt,36202 (warthog1 string address 5474) and index,10744 salt,36204 for 19.ai and everything after (sleep 100) index,10749 salt,36209 (sleep_until (<= (ai_living_count "beach_inf_marines" (- 14 testnum)) 1)) index,12075 salt,37535 (sleep 450) index,12083 salt,37543 (ai_erase "beach_inf_marines" (- 14 testnum)) index,6421 salt,64648 /////////////////////////////////////////////////////////////////////////////// changing script end_mission to collect_garbage, starts at index 2006 then 1939, trigger volume 140 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old128\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void collect_garbage (add_recycling_volume "lock_c_garbage" 30 10) index,1939 salt,60166 (sleep 300) index,1944 salt,60171 /////////////////////////////////////////////////////////////////////////////// ABONDONED changing trigger volume 22 kill_vol_ring for death barrier at end levels\solo\100_citadel\music\100_music_09 is main music \\\\\\\\\\\\\\\\\\\\\\\old129\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script startup void music_100_09 index,3105 salt,61332 (print "start music 100_09") index,3054 salt,61281 (sound_looping_start "levels\solo\100_citadel\music\100_music_09" none 1) index,3057 salt,61284 /////////////////////////////////////////////////////////////////////////////// ABONDONED (if (<= (object_get_health (ai_vehicle_get_from_starting_location "patha_hog/warthog01")) 0) example at expression 13262 ABONDONED (object_create "cella_flak_crate") the first boolean points next expressions to this line ABONDONED \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\old130.1\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ABONDONED (script continuous void warthogs1_respawn ABONDONED (sleep 100) index,1868 salt,60095 ABONDONED (if (<= (ai_living_count "beach_inf_marines" (- 14 testnum)) 1) index,12075 salt,37535 ABONDONED (ai_erase "w" (- 14 testnum)) index,6421 salt,64648 ABONDONED (sleep 100) index,12083 salt,37543 ABONDONED (ai_place "beach_inf_marines" (- 14 testnum)) index,10742 salt,36202 (warthog1 string address 5474) and index,10744 salt,36204 for 19.ai and everything after ABONDONED (sleep 100) index,10749 salt,36209 ABONDONED ) ABONDONED ) ABONDONED /////////////////////////////////////////////////////////////////////////////// ABONDONED beginning_mission_segment script 37 hijacked for initial startup spawning of ai, expression old131 beach_inf_marines to warthogs1 done beach_pelican to warthogs2 done beach_phantom_cov to scorpions1 cant find beach_banshee_cov to scorpions2 done beach_inf_cov01_lead to chieftains done beach_inf_cov02 to infantry1 done beach_inf_cov03 to infantry2 done beach_cov_turrets01 to infantry3 cant find beach_cov_turrets02 to turrets1 done beach_inf_cov04 to scorpions1 done patha_pelican to infantry3 done patha_hogs to scarabs done patha_goose to hunters_big done lock_a01_cov_core to hornets1 (collect_garbage) example at 23358 (garbage_collect_now) also, on 020_base, example at 36788 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old131.1\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void collect_garbage (add_recycling_volume "lock_c_garbage" 30 10) index,1939 salt,60166 (collect_garbage) index,1947 salt,60174 (sleep 700) index,1944 salt,60171 /////////////////////////////////////////////////////////////////////////////// script 35 end_segment to warthogs2_respawn at expression 1932 (ai_place "warthogs2" 1) at 10712 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old126\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void warthogs2_respawn (sleep 100) index,1884 salt,60111 (ai_place "warthogs2" 11) index,1887 salt,60114 (warthog2 string address 19968) and index,10714 salt,36174 for 19.ai and everything after (sleep 100) index,1889 salt,60116 (sleep_until (<= (ai_living_count "warthogs2" 11) 1)) index,1892 salt,60119 10714 salt,36174 for 19.ai (sleep 450) index,1900 salt,60127 (ai_erase "warthogs2" 11) index,1903 salt,60130 10714 salt,36174 for 19.ai /////////////////////////////////////////////////////////////////////////////// taking over script 38 gs_cortana_header to chieftains_respawn index 2078 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old132\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void bosses_respawn (sleep 100) index,2041 salt,60268 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 450) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address ) and index,26418 salt,51878 for 19.ai and everything after (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai /////////////////////////////////////////////////////////////////////////////// vs_custom_animation example at 14023 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old133\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void chieftains_respawn (sleep 100) index,2041 salt,60268 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 450) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address 21607 ) and index,26418 salt,51878 for 19.ai and everything after (sleep 100) index,2084 salt,60311 (vs_custom_animation "scarabs/driver01" false "objects\giants\scarab\scarab" "combat:move_front" false) index,2087 salt,60314 (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai (sleep 100) index,2094 salt,60321 (ai_place "hunters_big") index,2097 salt,60324 (hunters_big string address 21862 ) and index,26422 salt,51882 for 19.ai and everything after (sleep_until (<= (ai_living_count "hunters_big") 0)) index,2099 salt,60326 index,26422 salt,51882 for 19.ai /////////////////////////////////////////////////////////////////////////////// script 38 chieftains_respawn to bosses_respawn script 41 gs_gravemind_footer to hornets_respawn (ai_place "hornets1") 19.ai at index,13890 salt,39350 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old134.1\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void hornets1_respawn 2216 (sleep 1500) index,2178 salt,60405 (ai_place "hornets1") index,2181 salt,60408 ( string address ) and index,13890 salt,39350 for 19.ai and everything after (sleep_until (<= (ai_living_count "hornets1") 0)) index,2183 salt,60410 index,13890 salt,39350 for 19.ai /////////////////////////////////////////////////////////////////////////////// script 42 gs_hud_flicker_out to scorpions1_respawn 2410 (ai_place "scorpions1") 19.ai at index, salt, \\\\\\\\\\\\\\\\\\\\\\\\\\\\old135\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void scorpions1_respawn (sleep 100) index,2191 salt,60418 (ai_place "scorpions1") index,2194 salt,60421 ( string address ) and index,11458 salt,36918 for 19.ai and everything after (sleep_until (<= (ai_living_count "scorpions1") 1)) index,2196 salt,60423 index,11458 salt,36918 for 19.ai /////////////////////////////////////////////////////////////////////////////// ABANDONED script 37 beginning_mission_segment to cs_drive_around ABANDONED (cs_go_to "cell_a_pts/catchup01") function 499 example at 12999 ABANDONED (cs_go_to "beach_pts/aa" 1) function 501 example at 11151 ABANDONED (cs_run_command_script "patha_pelican/driver01" patha_pelican01_cs) function 446 example at 11633 ABANDONED (cs_enable_pathfinding_failsafe true) function 625 example at 11051 ABANDONED (cs_move_in_direction 0 29 0) function 513 example at 6087 on 050_floodvoi (angle, distance, facing) ABANDONED \\\\\\\\\\\\\\\\\\\\\\\\\\\\old135\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ABANDONED (script command_script void cs_drive_around changed index from 2015 to 2218 salt,60445 ABANDONED (begin index,2218 salt,60445 ABANDONED (cs_enable_pathfinding_failsafe true) index,2228 salt,60455 ABANDONED (cs_go_to "cell_a_pts/catchup01" 1) index,2220 salt,60447 ABANDONED (cs_move_in_direction 0 29 0) index,2231 salt,60458 ABANDONED /////////////////////////////////////////////////////////////////////////////// ABANDONED inserting (cs_run_command_script "warthogs2/warthogs0d" cs_drive_around) ABANDONED (cs_run_command_script "cella_cov01_maulers01/driver02" cell_a_mauler_intro_cs) function 446 example at 13034 ABANDONED \\\\\\\\\\\\\\\\\\\\\\\\\\\\old137\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ABANDONED (script continuous void warthogs2_respawn ABANDONED (sleep 100) index,1884 salt,60111 ABANDONED (ai_place "warthogs2" 11) index,1887 salt,60114 (warthog2 string address 19968) and index,10714 salt,36174 for 19.ai and everything after ABANDONED (sleep 100) index,1889 salt,60116 ABANDONED (cs_run_command_script "warthogs2/warthogs0d" cs_drive_around) index,2224 salt,60451 warthog2 string address 19968 ABANDONED (sleep_until (<= (ai_living_count "warthogs2" 11) 1)) index,1892 salt,60119 10714 salt,36174 for 19.ai ABANDONED (sleep 450) index,1900 salt,60127 ABANDONED (ai_erase "warthogs2" 11) index,1903 salt,60130 10714 salt,36174 for 19.ai ABANDONED /////////////////////////////////////////////////////////////////////////////// changing script 43 from award_skull to turrets_respawn, from index 2433 to 2237 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old138\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void turrets_respawn (sleep 100) index,2238 salt,60465 (ai_place "turrets1") index,2241 salt,60468 ( string address ) and index 26293 salt,51753 for 19.ai 329 (sleep_until (<= (ai_living_count "turrets1") 0)) index,2244 salt,60471 index, salt, for 19.ai (ai_erase "turrets1") index,1903 salt,60130 salt, for 19.ai /////////////////////////////////////////////////////////////////////////////// changing script 44 from music_100_01 to mongoose_respawn, from index 2590 to 2252 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old139\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void mongoose_respawn (sleep 100) index,2254 salt,60481 (ai_place "mongoose1") index,2257 salt,60484 ( string address 24700) and index 13896 salt,39356 for 19.ai (sleep_until (<= (ai_living_count "mongoose1") 0)) index,2259 salt,60486 index, salt, for 19.ai /////////////////////////////////////////////////////////////////////////////// changing script 45 from music_100_02 to infantry_spawn, from index 2622 to 2267 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old141\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void infantry_respawn (sleep 100) index,2269 salt,60496 (ai_place "infantry1") index,2272 salt,60499 ( string address 24724 ) and index 13899 salt,39359 for 19.ai (sleep_until (<= (ai_living_count "infantry1") 5)) index,2274 salt,60501 index, salt, for 19.ai /////////////////////////////////////////////////////////////////////////////// script 37 beginning_mission_segment to collect_garbage_safe \\\\\\\\\\\\\\\\\\\\\\\\\\\\old143\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void collect_garbage_safe changed index from 2015 to 2218 salt,60445 (begin index,2218 salt,60445 (sleep 100) index,2228 salt,60455 (garbage_collect_now) index,2220 salt,60447 /////////////////////////////////////////////////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\\\\old144.4\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void bosses_respawn (sleep 100) index,2041 salt,60268 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 450) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address 21607 ) and index,26418 salt,51878 for 19.ai and everything after (sleep 100) index,2084 salt,60311 (vs_custom_animation "scarabs/driver01" false "objects\giants\scarab\scarab" "combat:move_front" false) index,2087 salt,60314 (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai (sleep 100) index,2094 salt,60321 (ai_place "hunters_big") index,2097 salt,60324 (hunters_big string address 21862 ) and index,26422 salt,51882 for 19.ai and everything after (sleep_until (<= (ai_living_count "hunters_big") 0)) index,2099 salt,60326 index,26422 salt,51882 for 19.ai (sleep 100) index,2282 salt,60509 (ai_place "STALKERS") index,2285 salt,60512 (string address 2712 ) and index,13280 salt,38740 for 19.ai and everything after (sleep_until (<= (ai_living_count "STALKERS") 0)) index,2287 salt,60514 index,13280 salt,38740 for 19.ai /////////////////////////////////////////////////////////////////////////////// (device_set_position "lock_c_entry_door" 0) example function 286 at index 27558 tower1_lift script string to ending_bosses \\\\\\\\\\\\\\\\\\\\\\\\\\\\old145\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script startup void bosses_respawn (sleep 100) index,2041 salt,60268 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 450) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address 21607 ) and index,26418 salt,51878 for 19.ai and everything after (sleep 100) index,2084 salt,60311 (vs_custom_animation "scarabs/driver01" false "objects\giants\scarab\scarab" "combat:move_front" false) index,2087 salt,60314 (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai (sleep 100) index,2094 salt,60321 (ai_place "hunters_big") index,2097 salt,60324 (hunters_big string address 21862 ) and index,26422 salt,51882 for 19.ai and everything after (sleep_until (<= (ai_living_count "hunters_big") 0)) index,2099 salt,60326 index,26422 salt,51882 for 19.ai (sleep 100) index,2282 salt,60509 (ai_place "STALKERS") index,2285 salt,60512 (string address 2712 ) and index,13280 salt,38740 for 19.ai and everything after (sleep_until (<= (ai_living_count "STALKERS") 0)) index,2287 salt,60514 index,13280 salt,38740 for 19.ai (sleep 100) index,2295 salt,60522 (device_set_position "BIGDOOR" 2) index,2298 salt,60525 (string address 24592 ) and index,26638 salt,52098 for 18.device_group and everything after (ai_place "ending_bosses") index,2302 salt,60529 (string address 23532 ) index,13100 salt,38560 for 19.ai /////////////////////////////////////////////////////////////////////////////// script 39 gs_cortana_footer to elevator_script tower1_eleswitch_top script string to ELEVATOR1 24604 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old146\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void elevator_script changed index from 2015 to 2304 salt,60531 (begin index,2304 salt,60531 (sleep 300) index,2306 salt,60533 (device_set_position "ELEVATOR1" 1) index,2309 salt,60536 (string address 24604 ) and index, salt, for 18.device_group (sleep 300) index,2313 salt,60540 (device_set_position "ELEVATOR1" 0) index,2316 salt,60543 (string address 24604 ) and index, salt, for 18.device_group /////////////////////////////////////////////////////////////////////////////// (sound_looping_set_alternate "levels\solo\120_halo\music\120_music_13" true) example function,942 index,5922 120_halo changed \100_music_10 songs to the 100_music_09 alternate \\\\\\\\\\\\\\\\\\\\\\\\\\\\old147\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script startup void bosses_respawn (sleep 100) index,2041 salt,60268 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 450) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address 21607 ) and index,26418 salt,51878 for 19.ai and everything after (sleep 100) index,2084 salt,60311 (vs_custom_animation "scarabs/driver01" false "objects\giants\scarab\scarab" "combat:move_front" false) index,2087 salt,60314 (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai (sleep 100) index,2094 salt,60321 (ai_place "hunters_big") index,2097 salt,60324 (hunters_big string address 21862 ) and index,26422 salt,51882 for 19.ai and everything after (sleep_until (<= (ai_living_count "hunters_big") 0)) index,2099 salt,60326 index,26422 salt,51882 for 19.ai (sleep 100) index,2282 salt,60509 (ai_place "STALKERS") index,2285 salt,60512 (string address 2712 ) and index,13280 salt,38740 for 19.ai and everything after (sleep_until (<= (ai_living_count "STALKERS") 0)) index,2287 salt,60514 index,13280 salt,38740 for 19.ai (sound_looping_stop "levels\solo\100_citadel\music\100_music_09") index,3102 salt,61329 (sound_looping_set_alternate "levels\solo\100_citadel\music\100_music_09" true) index,2320 salt,60547 string address 4456 index,3059, salt,61286 for music reference (sleep 100) index,2295 salt,60522 (device_set_position "BIGDOOR" 2) index,2298 salt,60525 (string address 24592 ) and index,26638 salt,52098 for 18.device_group and everything after (ai_place "ending_bosses") index,2302 salt,60529 (string address 23532 ) index,13100 salt,38560 for 19.ai (sleep 200) index,2324 salt,60551 (sound_looping_start "levels\solo\100_citadel\music\100_music_10" none 1) index,3114 salt,61341 string address,40821 at index,3114 salt,61341 index,3057 salt,61284 (sleep_until (<= (ai_living_count "ending_bosses") 0)) index,2327 salt,60554 (string address 23532 ) index,13100 salt,38560 for 19.ai (sound_looping_stop "levels\solo\100_citadel\music\100_music_10") index,2335 salt,60562 /////////////////////////////////////////////////////////////////////////////// script 40 gs_gravemind_header to pelican_capsules index,2015 to 2338 (object_create "cell_a_capsule04") example function at index,28360 salt,53820 (object_damage_damage_section "cell_a_capsule04" "indirect" 1) example function at index,12794 script string 22813 cell_a_pts/pelican01a to cell_a_capsule05 script string 22835 cell_a_pts/pelican01c to cell_a_capsule06 script string 22857 cell_a_marines_obj/ground_units_gate to cell_a_capsule07 \\\\\\\\\\\\\\\\\\\\\\\\\\\\old150\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script continuous void pelican_capsules changed index from 2015 to 2338 salt,60565 (begin index,2338 salt,60565 REMOVED (object_create_anew "cell_a_capsule05") index,2376 salt,60603 (object name index 7) string,22813 REMOVED (object_wake_physics "cell_a_capsule05") index,2379 salt,60606 (object name index 7) string,22813 REMOVED (object_create_anew "cell_a_capsule06") index,2382 salt,60609 (object name index 8) string,22835 REMOVED (object_wake_physics "cell_a_capsule06") index,2385 salt,60612 (object name index 8) string,22835 REMOVED (object_create_anew "cell_a_capsule07") index,2388 salt,60615 (object name index 9) string,22857 REMOVED (object_wake_physics "cell_a_capsule07") index,2391 salt,60618 (object name index 9) string,22857 (sleep 600) index,2352 salt,60579 (object_create_anew "cell_a_capsule04") index,2355 salt,60582 (object name index 3) string,22789 (object_wake_physics "cell_a_capsule04") index,2340 salt,60567 (object name index 3) string,22789 (sleep 10) index,2367 salt,60594 (object_create_anew "cell_a_capsule03") index,2358 salt,60585 (object name index 4) string,22765 (object_wake_physics "cell_a_capsule03") index,2343 salt,60570 (object name index 4) string,22765 (sleep 10) index,2370 salt,60597 (object_create_anew "cell_a_capsule02") index,2361 salt,60588 (object name index 5) string,22741 (object_wake_physics "cell_a_capsule02") index,2346 salt,60573 (object name index 5) string,22741 (sleep 10) index,2373 salt,60600 (object_create_anew "cell_a_capsule01") index,2364 salt,60591 (object name index 6) string,22702 (object_wake_physics "cell_a_capsule01") index,2349 salt,60576 (object name index 6) string,22702 /////////////////////////////////////////////////////////////////////////////// (hud_set_training_text "playtest_raisehand") example at index 1720 on 005_intro (hud_show_training_text true) example at index 1723 on 005_intro (hud_enable_training false) example at index 3175 on 005_intro \\\\\\\\\\\\\\\\\\\\\\\\\\\\old151\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script startup void bosses_respawn index,2079 FAILED (hud_enable_training true) index,2394 salt,60621 FAILED (hud_show_training_text true) index,2397 salt,60624 FAILED (sleep 10) index,2403 salt,60630 FAILED (hud_set_training_text "100ld01_cin_flood_brute_7") index,2400 salt,60627 (sleep 100) index,2041 salt,60268 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 450) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address 21607 ) and index,26418 salt,51878 for 19.ai and everything after (sleep 100) index,2084 salt,60311 (vs_custom_animation "scarabs/driver01" false "objects\giants\scarab\scarab" "combat:move_front" false) index,2087 salt,60314 (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai (sleep 100) index,2094 salt,60321 (ai_place "hunters_big") index,2097 salt,60324 (hunters_big string address 21862 ) and index,26422 salt,51882 for 19.ai and everything after (sleep_until (<= (ai_living_count "hunters_big") 0)) index,2099 salt,60326 index,26422 salt,51882 for 19.ai (sleep 100) index,2282 salt,60509 (ai_place "STALKERS") index,2285 salt,60512 (string address 2712 ) and index,13280 salt,38740 for 19.ai and everything after (sleep_until (<= (ai_living_count "STALKERS") 0)) index,2287 salt,60514 index,13280 salt,38740 for 19.ai (sound_looping_stop "levels\solo\100_citadel\music\100_music_09") index,3102 salt,61329 (sound_looping_set_alternate "levels\solo\100_citadel\music\100_music_09" true) index,2320 salt,60547 string address 4456 index,3059, salt,61286 for music reference (sleep 100) index,2295 salt,60522 (device_set_position "BIGDOOR" 2) index,2298 salt,60525 (string address 24592 ) and index,26638 salt,52098 for 18.device_group and everything after (ai_place "ending_bosses") index,2302 salt,60529 (string address 23532 ) index,13100 salt,38560 for 19.ai (sleep 200) index,2324 salt,60551 (sound_looping_start "levels\solo\100_citadel\music\100_music_10" none 1) index,3114 salt,61341 string address,40821 at index,3114 salt,61341 index,3057 salt,61284 (sleep_until (<= (ai_living_count "ending_bosses") 0)) index,2327 salt,60554 (string address 23532 ) index,13100 salt,38560 for 19.ai (sound_looping_stop "levels\solo\100_citadel\music\100_music_10") index,2335 salt,60562 /////////////////////////////////////////////////////////////////////////////// moving cell_a_capsule07, cell_a_capsule06, cell_a_capsule05 to different script changing script 46 music_100_03 to stalker_sentinel_capsules \\\\\\\\\\\\\\\\\\\\\\\\\\\\old152\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script startup void stalker_sentinel_capsules (begin index,2663 salt,60890 (object_create_anew "cell_a_capsule05") index,2376 salt,60603 (object name index 7) string,22813 (object_wake_physics "cell_a_capsule05") index,2379 salt,60606 (object name index 7) string,22813 (object_create_anew "cell_a_capsule06") index,2382 salt,60609 (object name index 8) string,22835 (object_wake_physics "cell_a_capsule06") index,2385 salt,60612 (object name index 8) string,22835 (object_create_anew "cell_a_capsule07") index,2388 salt,60615 (object name index 9) string,22857 (object_wake_physics "cell_a_capsule07") index,2391 salt,60618 (object name index 9) string,22857 /////////////////////////////////////////////////////////////////////////////// importing tools_deathless_player and tools_gravity scripts from 120_halo_trench_funrun via hex (indexes 54426 to 54711) changing scripts 731 and 732 to new scripts !100lc05_dead_sc !100lc06_a_you_were_weak_sc_sh1 730,733,734, to index,2015 salt,60242 to avoid issues 120_halo_trench_funrun offsets 1C3BAE7C to 1C3BC934 switching some of the bosses around \\\\\\\\\\\\\\\\\\\\\\\\\\\\old151\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (script startup void bosses_respawn index,2079 FAILED (hud_enable_training true) index,2394 salt,60621 FAILED (hud_show_training_text true) index,2397 salt,60624 FAILED (sleep 10) index,2403 salt,60630 FAILED (hud_set_training_text "100ld01_cin_flood_brute_7") index,2400 salt,60627 (sleep 100) index,2282 salt,60509 (ai_place "STALKERS") index,2285 salt,60512 (string address 2712 ) and index,13280 salt,38740 for 19.ai and everything after (sleep_until (<= (ai_living_count "STALKERS") 0)) index,2287 salt,60514 index,13280 salt,38740 for 19.ai (sleep 100) index,2094 salt,60321 (ai_place "hunters_big") index,2097 salt,60324 (hunters_big string address 21862 ) and index,26422 salt,51882 for 19.ai and everything after (sleep_until (<= (ai_living_count "hunters_big") 0)) index,2099 salt,60326 index,26422 salt,51882 for 19.ai (sleep 100) index,2041 salt,60268 (ai_place "scarabs") index,2065 salt,60292 (scarabs string address 21607 ) and index,26418 salt,51878 for 19.ai and everything after (sleep 100) index,2084 salt,60311 (sleep_until (<= (ai_living_count "scarabs") 0)) index,2067 salt,60294 index,26418 salt,51878 for 19.ai (sleep 100) index,2062 salt,60289 (ai_place "chieftains_big") index,2044 salt,60271 (chieftains string address ) and index,11234 salt,36694 for 19.ai and everything after (sleep 100) index,2046 salt,60273 (sleep_until (<= (ai_living_count "chieftains_big") 0)) index,2049 salt,60276 11234 salt,36694 for 19.ai (sleep 100) index,2057 salt,60284 (ai_erase "chieftains_big") index,2060 salt,60287 11234 salt,36694 for 19.ai (sound_looping_stop "levels\solo\100_citadel\music\100_music_09") index,3102 salt,61329 (sound_looping_set_alternate "levels\solo\100_citadel\music\100_music_09" true) index,2320 salt,60547 string address 4456 index,3059, salt,61286 for music reference (sleep 100) index,2295 salt,60522 (device_set_position "BIGDOOR" 2) index,2298 salt,60525 (string address 24592 ) and index,26638 salt,52098 for 18.device_group and everything after (ai_place "ending_bosses") index,2302 salt,60529 (string address 23532 ) index,13100 salt,38560 for 19.ai (sleep 200) index,2324 salt,60551 (sound_looping_start "levels\solo\100_citadel\music\100_music_10" none 1) index,3114 salt,61341 string address,40821 at index,3114 salt,61341 index,3057 salt,61284 (sleep_until (<= (ai_living_count "ending_bosses") 0)) index,2327 salt,60554 (string address 23532 ) index,13100 salt,38560 for 19.ai (sound_looping_stop "levels\solo\100_citadel\music\100_music_10") index,2335 salt,60562 /////////////////////////////////////////////////////////////////////////////// -----------------TODO-------------------------- DONE add checkpoints with sleeps DONE respawn ai when dead DONE keep music looping DONE check only damamged by explosives chieftain NO re-orient spawns so chieftains are in invisible water area NO are respawned tanks not shooting??? NO maybe put a kill volume or erase volume at the end for warthogs NO use (cs_vehicle_speed 0.5) script for warthogs? boardable boss seats hunter crouch to walk? hunter/chieftain footsteps to scarabs? add short to sleep_until so it ends eventually use ai_kill instead of ai_erase? looping different music? large pills for hunter just like chieftain and (script command_script void patha_goose_cs to get warthogs to move? hunter crouch to walking maybe?? object_create capsules, they already have variants for guns in them, can be scripted to spawn over and over \\\\\\\\\\\\\\\\\\\\\\\\\HOW TO MAKE A SLEEP LINE\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ opcode 19 value type 4 void expression type 8 next salt next void or 65535 next index next void or 65535 value01 uint16 next index opcode 19 value type 2 expression type 9 next salt next next index next opcode 7 value type 7 expression type 9 next salt 65535 next index 65535 value 03 uint16 SECONDS //////////////////////////////////////////////////////////////////////////////// \\\\\\\\\\\\\\\\\\\\\\\\\HOW TO MAKE A 330 ai_place\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ opcode 330[short]/329 (337 for ai_erase) value type 4 void expression type 8 next salt next void or 65535 next index next void or 65535 value01 uint16 next index opcode 330[short]/329 (337 for ai_erase) value type 2 expression type 9 next salt next next index next opcode 19 value type 19 expression type 9 next salt next next index next string address for ai ////////////////////////////////////////////////////////////////////////////////