[Resource] Sparky's Scenario Madness, Vol. 1

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Sparky
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[Resource] Sparky's Scenario Madness, Vol. 1

Post by Sparky » Fri Feb 05, 2010 5:16 pm

Sparky's Scenario Madness is a series of scnr (scenario) tags released in map files that can be used as starter build maps or simply a resource on which to use Eschaton to extract the scnr tag and import it into another map.

Volume 1
Two maps are included that use Tutorial.map's sbsp. Their scenarios are:

1. Multiplayer, no AI
- Maximum references of all tags and scripts except AI-related tags.

2. Multiplayer, AI
- A test version for AI, all references deleted except those necessary and those related to AI. Only one AI reference has been created (for testing purposes).

Let me know what you think, and how your experiments pan-out!

HDM entry on Tools page and VOLUME 1
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Modzy » Fri Feb 05, 2010 5:44 pm

Halo Demo does not support scripts in multiplayer.

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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Fortune » Fri Feb 05, 2010 6:43 pm

seems like a good idea to use. I might use it sometime when i get more space.
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Amy » Sat Feb 06, 2010 5:55 am

Modzy wrote:Halo Demo does not support scripts in multiplayer.
Does that mean don't download?
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Modzy » Sat Feb 06, 2010 12:29 pm

Amy wrote:Does that mean don't download?
Just means that if he added scripts, they'll make Halo Demo crash. Unless he converted the maps with Pearl, in which case Pearl would have removed the scripts.

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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Sparky » Sat Feb 06, 2010 1:40 pm

Right, Pearl removes the scripts. It's unfortunate that HD doesn't let us use them in multiplayer... not the same with Halo CE (or Halo Full?)

I'm uploading an updated version of Volume 1 now. This previous version was practically unusable, and it would take 3 minutes for the map to load every time it was loaded in-game. This new version is much more useful and revised many times over.

Use this as a base map for your mods, importing your own sbsp and tags.

Upcoming mod "Ultimate Icefields" will feature this reference scnr and overall be really cool with machines and awesomeness.
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Fortune » Sat Feb 06, 2010 3:43 pm

but wait, isn't a script something like a txt file that you can place inside the HD folder and it runs something? Like i remember seeing a init.txt file for that, except it allowed you to edit the server time and all that. Is that a script?
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Smythe » Sat Feb 06, 2010 5:59 pm

So uh how do i actually make the AI spawn?
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Sparky » Sat Feb 06, 2010 11:31 pm

For now, use Ultimate Icefields as a base map (for your mods without AI) and delete/add tags as necessary.

I will release official versions after I read the tutorial on getting AI to work in multiplayer games in The Black Art of Halo Mods. Until then, feel free to use Ultimate Icefields for your new mods.

There's a trick to using the mach tags. Since we cannot connect the mach tags with the mach palette in the metadata yet, I had to link each referenced mach tag from the palette to each individual mach tag. What does this mean? To add a new mach tag, add a reference in the scnr tag using the dependency swapper and then modify it in the scnr's metadata. Each mach palette reference coordinates with the mach tag instance, so you can have up to 98 different machines in the map. Always create one extra reference than you use, it's strange and I'm not sure exactly why it's necessary.

Let me know if you have any questions.

Ultimate Icefields release topic
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Slapzy » Sat Feb 06, 2010 11:56 pm

Fortune wrote:but wait, isn't a script something like a txt file that you can place inside the HD folder and it runs something? Like i remember seeing a init.txt file for that, except it allowed you to edit the server time and all that. Is that a script?
No.
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Moxus » Sun Feb 07, 2010 9:14 am

Sparky wrote:For now, use Ultimate Icefields as a base map (for your mods without AI) and delete/add tags as necessary.
Isn't that a little impractical?

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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Sparky » Sun Feb 07, 2010 11:46 am

Moxus wrote:
Sparky wrote:For now, use Ultimate Icefields as a base map (for your mods without AI) and delete/add tags as necessary.
Isn't that a little impractical?

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Temporarily impractical, but potentially useful.
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Moxus » Sun Feb 07, 2010 12:27 pm

Sparky wrote:
Moxus wrote:
Sparky wrote:For now, use Ultimate Icefields as a base map (for your mods without AI) and delete/add tags as necessary.
Isn't that a little impractical?

-=Moxus=-
Temporarily impractical, but potentially useful.
Couldn't you have just supplied the scnr tags in an exported format? I mean, worst case scenario (no pun intended), you use HMT to inject the scnr meta-data.

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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by Sparky » Mon Feb 08, 2010 3:58 pm

I didn't realize that one could modify the meta like that without corrupting the map. This would add a substantial amount of metadata to normal HD multiplayer scnr tags. If it's possible, though, then I'd surely release the meta for the scnr files separately. But my question is what would happen to all those broken references.
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Re: [Resource] Sparky's Scenario Madness, Vol. 1

Post by 2310 » Mon Feb 08, 2010 7:47 pm

Fortune wrote:but wait, isn't a script something like a txt file that you can place inside the HD folder and it runs something? Like i remember seeing a init.txt file for that, except it allowed you to edit the server time and all that. Is that a script?
If I remember correctly, that script is to run a server and put all the commands in it to change maps, set time limits, etc.
The script in the map does things like backpack weapons, dual wielding and picking up warthogs with pelicans.

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