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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »volume destroying?

Author Topic: volume destroying? (7 messages, Page 1 of 1)
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Somone77
Joined: Aug 25, 2007


Posted: Feb 12, 2008 06:24 PM    Msg. 1 of 7       
I made a volume location in sapien for a small so im making just to test out some scripts and i want it so i can have the stuff happen only when they havnt done somthing else first... would i like make it so if they say killed an encounter make it sleep_until then and then have the rest of the script activate? please help!


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Feb 12, 2008 07:17 PM    Msg. 2 of 7       
Quote: --- Original message by: cheater101
i like make it so if they say killed an encounter make it sleep_until then and then have the rest of the script activate? please help!

a sleep until ai living count 0, hs_doc is your friend.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 12, 2008 07:18 PM    Msg. 3 of 7       
(sleep_until (>= 0 (something_about_ai_health theEncounter))) << something like that
(sleep_until (= true (volume_test_object aTrigVol (list_get (players) 0))))

wait until the encounter is killed
then, wait for player to enter the volume


Somone77
Joined: Aug 25, 2007


Posted: Feb 12, 2008 07:54 PM    Msg. 4 of 7       
you guys arnt truley getting my question... i want to be able to completly DISABLE the volume then when i want it in the l8er IF i want it i can type a comand if there is a such thing and create it... but i think there is no such command.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 12, 2008 08:50 PM    Msg. 5 of 7       
trigger volumes are never actually active. They are merely x,y,z, width, length, height, and rotation, another 3 variables. 9 variables? anyway,
They only seem active when used by a script
The script lines which refer to the trigger volume could be made 'inactive', with a sleep command, or an if command that skips it if needed.

Edited by bobbysoon on Feb 12, 2008 at 08:52 PM


Somone77
Joined: Aug 25, 2007


Posted: Feb 14, 2008 05:21 PM    Msg. 6 of 7       
ok lets just see what you make of this:

this is what i want to happen: say your in a sp and you arnt supose to go somewhere and i want them to die if they walk there... but stop doing that after they say beat an ai encounter... i know how to do everything except make it so it doesn't kill them after they beat those encounters... i think that should explain it.


bobbysoon
Joined: Feb 1, 2007


Posted: Feb 16, 2008 05:53 AM    Msg. 7 of 7       
(sleep_until (= true (volume_test_objects theVolume (players) ))) ; wait for player to enter volume
(if (> 0 (ai_living_count theEncounter)) ; if 0 > living count
<kill player however you will>
)
...else, the script goes on...

you could probably do it other ways, but I think that would do it

that doesn't account for resetting the script and starting over. I never got into sp scripting, so i dunno
Edited by bobbysoon on Feb 16, 2008 at 05:54 AM

 

 
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