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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »random powerups

Author Topic: random powerups (13 messages, Page 1 of 1)
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corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Aug 29, 2007 08:19 PM    Msg. 1 of 13       
i was wondering if anyone knows how to make powerups spawn at random in the same spot like in the map chiron or whatever its called. you know like one time youll pick up invisibility and the next you'll get a shield? help would be much appreciated.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Aug 29, 2007 08:22 PM    Msg. 2 of 13       
You can maybe look at the bloodgulch scenerio. Same thing happends there. Active at the hill by Rocket Launcher and Overshield in the cave then it switches after they are both used.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Aug 29, 2007 08:38 PM    Msg. 3 of 13       
thats what i was thinking it might be. i wasnt sure though, i thought it might just be two of them next to each other.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Aug 29, 2007 08:44 PM    Msg. 4 of 13       
just make a new .item collection powerup tag and give it 2 permutations. That way it will switch at random everytime it spawns.

you can do this with weapons in maps as well. You could make a map that when you spawn you start out with any random weapon. I have yet to see that used in a map.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Aug 29, 2007 08:57 PM    Msg. 5 of 13       
ok well there is already one like that in the powerups folder, so can i just use that one? also do i have to do anything in sapien when i put it in and it says permutations in the property window.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Aug 29, 2007 09:10 PM    Msg. 6 of 13       
i don't think you got to do anything in sapien with it


Orange_Geko
Joined: Nov 19, 2005

How long since I last used this account?


Posted: Aug 29, 2007 09:14 PM    Msg. 7 of 13       
use the weight.. treat it as %.. 50 weight for each one


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Aug 29, 2007 09:44 PM    Msg. 8 of 13       
Quote: --- Original message by: Rm860
just make a new .item collection powerup tag and give it 2 permutations. That way it will switch at random everytime it spawns.

you can do this with weapons in maps as well. You could make a map that when you spawn you start out with any random weapon. I have yet to see that used in a map.


The ones that spawn on the map or the ones you start with? Weapons on the map is certainly do-able with your permutation idea.

I tried doing random startup weapons with a script but never got it to sync - ie code looked right but it would never work because the key command never syncs in multiplayer.

Creating a weapon with random permutations and giving that to the player might work though. I'll mess around with that sometime when I get the time.
Edited by SGWraith on Aug 29, 2007 at 09:44 PM


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Aug 30, 2007 04:10 PM    Msg. 9 of 13       
when i place it in Sapien will i need to do anything where it says "permutations" in the property window?


TLS_FlyingDog
Joined: Mar 2, 2007


Posted: Aug 30, 2007 04:18 PM    Msg. 10 of 13       
No you don't need to do anything but set the game types you want it in. I did it with the weapons (Random spawn type), I will look tonight and get back to you.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 30, 2007 04:19 PM    Msg. 11 of 13       
i actually wanna go with kirby on the weight thing. everyone says to put 100 as weight, but why? we have ground points and if weight controls weather the weapon falls through the map than how does SP work? im pretty sure that weight is either one of those bungie variables that never got used or the % probability that the particular thing in the item collection will spawn.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Aug 30, 2007 04:32 PM    Msg. 12 of 13       
ok then ill just edit the existing tag and set the weight to 50% because i think its at 100 right now.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Aug 30, 2007 07:54 PM    Msg. 13 of 13       
I'm pretty sure that Orange Gecko is right and that the weight is the percent chance of that particular permutation spawning. The reason the invisi-overshield uses 50 for its weights is because there are only two permutations and they wanted them to appear just as frequently as the other, ie 50/50.

I used varying weights in a random weapon item collection and it worked just fine.

 

 
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