A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »nav_point scripting

Author Topic: nav_point scripting (3 messages, Page 1 of 1)
Moderators: Dennis

Toxic_Rhino
Joined: Jul 13, 2007


Posted: Jan 31, 2008 07:38 PM    Msg. 1 of 3       
how do I set it up so that when someone goes through the volume "v1", it sets a navpoint on a certain player... could someone show me an example please...

Could I also have an example of a script that when that person dies (the person who is navpointed) a sound or music or next script will play...

Thank you


CtrlAltDestroy
Joined: Feb 27, 2007

Zteam Leader


Posted: Jan 31, 2008 09:27 PM    Msg. 2 of 3       
(script static void navobject_dead
; stuff that happens when object dies
)

(script startup nav1
(sleep_until (volume_test_objects v1 (players))) ; test any player in trigger
(activate_team_nav_point_object default_red player example 0.6) ; replace example with your objects name ; activates nav point
(sleep_until (<= (unit_get_health example) 0.0)) ; replace example with your objects name ; tests the units health
(deactivate_team_nav_point_object player example) ; replace example with your objects name ; deactivates nav point
(navobject_dead)
)


Toxic_Rhino
Joined: Jul 13, 2007


Posted: Feb 4, 2008 10:27 AM    Msg. 3 of 3       
You say "replace example with your objects name" I am assuming you mean biped so thats what I used and it says that the script was successful, but how do I make it work with an ai encounter I have created? I don't want a stupid biped that just sits there, is their a way to link the biped and ai or something? I havn't worked with bipeds much.

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 7:12 AM 125 ms.
A Halo Maps Website