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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Vehicles Flying On Restart

Author Topic: Vehicles Flying On Restart (13 messages, Page 1 of 1)
Moderators: Dennis

Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Dec 3, 2007 11:00 AM    Msg. 1 of 13       
For my checkers map 34 vehicles were scripted i and most is good. But there is this little issue.

when in the map and you go to new game everything will spawn fine.

but when i just hit restart none of the vehicles spawn in the right place and they go flying all around the map. like a giant MC is kicking them around.

It's not a huge deal and i could still release the map if i could not fix it. But i don't want to have to put in the read me to always make a new game.

So anyone know how this could be maybe fixed? I have never seen this error before.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 3, 2007 11:13 AM    Msg. 2 of 13       
Ever wonder why I said I sugested you script respawn in?..

anyways, just make a vehicle of default variaty, make it teleport it away at start. if it returns to the volumetrigger of its spawn point, respawn all the vehicles. that way if it moves back cause of new game, it will also cause all your problem vehicles to go back to where they belong.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Dec 3, 2007 12:23 PM    Msg. 3 of 13       
Quote: --- Original message by: kirby_422
Ever wonder why I said I sugested you script respawn in?..

anyways, just make a vehicle of default variaty, make it teleport it away at start. if it returns to the volumetrigger of its spawn point, respawn all the vehicles. that way if it moves back cause of new game, it will also cause all your problem vehicles to go back to where they belong.


wonder? not really as i never knew of this issue even being in a map. And you had no way of knowing i didn't know that. But your too smart for me, i don't know a 4th of what you do. But that vehicle teleporting away thing i did not fully understand.

anyhow Maniac and i are talking im sure we can figure out something. If not maybe i can beg for your help


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 3, 2007 01:44 PM    Msg. 4 of 13       
i also am not experienced in scripting Kirby. i have only made a vehicle tele before using the trigger volume and ehs. I think u r saying to make a vehicle as a kind of trigger, one that is never used in game and will never be seen in game? and when this vehicle is returned to its origional spawn point (inside a trigger volume) with a reset game command, then all vehicles are reset? and this begins another cycle?
Edited by Maniac1000 on Dec 3, 2007 at 01:45 PM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Dec 3, 2007 02:13 PM    Msg. 5 of 13       
Use the script me and kiwi worked on in EHSv2 that works perfectly.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Dec 3, 2007 04:20 PM    Msg. 6 of 13       
rm, if you only have the red and blue ghost just edit the globals. you can add as many instances of that vehicle as you want as long as it is referenced in the globals. no scripting required


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 3, 2007 05:02 PM    Msg. 7 of 13       
we both tryed that an i dunno why but i could only ever get 22 vehicles to spawn. there r 4 different types of vehicles, red blue kingred and kingblue. I set them all as i normally do in sapeien but i could only get 22 max to spawn for some reason. and i think Rm860 got less to spawn i dunno.i know there is no limit to the number of vehicles u can place ( i thaught i knew). its being troublesome.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Dec 3, 2007 05:33 PM    Msg. 8 of 13       
originally when i was just normally placeing i only got 1 side of pieces to spawn even when i placed all vehicles in sapien. maniac and i have had no issues except for this spawning thing. we somehow must have summoned a spawn problem monster. very troublesome.

but we are not giving up.


Rhydgaled Publications
Joined: May 10, 2007

I have many questions (can't fit URL in though)


Posted: Dec 4, 2007 05:33 AM    Msg. 9 of 13       
Quote: --- Original message by: H Guru
Use the script me and kiwi worked on in EHSv2 that works perfectly.


Where are the tutorials for the EHSv2 because I would like to use that script but don't know what to do with the trigger volumes (If that's what the script expected me to have, it is a while since I tried using EHSv2).


NapalM
Joined: Jul 8, 2007

keke


Posted: Dec 4, 2007 08:52 PM    Msg. 10 of 13       
Quote: --- Original message by: H Guru
the script me and kiwi


Kiwi can script? I never knew he could map.


corndogman939
Joined: Apr 6, 2007

Using the same avatar since 2007


Posted: Dec 4, 2007 09:09 PM    Msg. 11 of 13       
maybe he means killerkiwi. that guy can map.


bobbysoon
Joined: Feb 1, 2007


Posted: Dec 4, 2007 11:08 PM    Msg. 12 of 13       
I suspect the script startups don't execute the second time around


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Dec 5, 2007 11:07 AM    Msg. 13 of 13       
Quote: --- Original message by: bobbysoon
I suspect the script startups don't execute the second time around

startup only occur when the map is loading. the point of having a vehicle that will normaly spawn without scripts is it will move back to its starting location after the game is reset, and when its found back there, it will respawn all hte other vehicles.

 

 
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