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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AI Spawn Script

Author Topic: AI Spawn Script (3 messages, Page 1 of 1)
Moderators: Dennis

Toxic_Rhino
Joined: Jul 13, 2007


Posted: Jan 25, 2008 12:29 PM    Msg. 1 of 3       
I was pretty sure this script would work but it hasn't, I want the next area of AI to spawn when the play walks threw this trigger volume but it doesnt work:

(script dormant ai_spawn_2
(begin
(sleep_until (volume_test_objects v1 (players)) 15)
(ai_place human_defend_1)

)
)

v1 is what my trigger volume is named...

I also would like to know what the 15 means, I just added it cuz it was in a tutorial...


adumbass
Joined: Nov 22, 2006


Posted: Jan 25, 2008 02:05 PM    Msg. 2 of 3       
Use startup instead of dormant... I forgot what the 15 was for.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jan 25, 2008 02:34 PM    Msg. 3 of 3       
Quote: --- Original message by: Toxic_Rhino
(script dormant ai_spawn_2
(begin
(sleep_until (volume_test_objects v1 (players)) 15)
(ai_place human_defend_1)

)
)

Dormant means it wont even attempt to start until another script (or dev) awakens it with the wake command. The begin is useless, and will slow your script by a whole 30th of a second. the 15 is useless, it is ment for picking timing for testing it, but ive never bothered since im fine with default settings.
(script startup ai_spawn_2
(sleep_until (volume_test_objects v1 (players)))
(ai_place human_defend_1)
)

 

 
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