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Author Topic: (activate_nav_point_object (10 messages, Page 1 of 1)
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Toxic_Rhino
Joined: Jul 13, 2007


Posted: Mar 20, 2008 03:44 PM    Msg. 1 of 10       
A while ago I started a map but then gave up on it due to this problem... I would like to continue it but need a little help

I am trying to attach a nav_point to captain keys but it keeps saying this is is not a valid object name. Here is my script

(script startup Start_Keys_Nav
(sleep_until (volume_test_objects v1 (players)))
(activate_nav_point_flag captian )
(sleep_until (<= (unit_get_health captain) 0.0))
(deactivate_team_nav_point_object player captain)

))

In the script bible which I am using it says that I can use this script with a unit, which would be the caption keys unit I placed on the map, he appears only once a unit walks over a trigger, I doubt this is the problem but I am just throwing it out there...

Any help would be appreciated


Pingvinz
Joined: Dec 4, 2007


Posted: Mar 20, 2008 04:10 PM    Msg. 2 of 10       
Quote: --- Original message by: Toxic_Rhino
A while ago I started a map but then gave up on it due to this problem... I would like to continue it but need a little help

I am trying to attach a nav_point to captain keys but it keeps saying this is is not a valid object name. Here is my script

(script startup Start_Keys_Nav
(sleep_until (volume_test_objects v1 (players)))
(activate_nav_point_flag captian )
(sleep_until (<= (unit_get_health captain) 0.0))
(deactivate_team_nav_point_object player captain)

))

In the script bible which I am using it says that I can use this script with a unit, which would be the caption keys unit I placed on the map, he appears only once a unit walks over a trigger, I doubt this is the problem but I am just throwing it out there...

Any help would be appreciated
Shouldn't that be " Captain "?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 20, 2008 05:16 PM    Msg. 3 of 10       
Captain Keyes is a biped, and bipeds are objects. So, instead of using activate_nav_point_flag, use activate_team_nav_point_object. I would recommend using the team command because that way you can simply use "player" as an argument for who the nav point will be visible for, which is easier. Also, you need more arguments to activate a nav point. Here's the syntax for this command:

(activate_team_nav_point_object <navpoint> <team> <object> <real>)

<navpoint> is the type of navpoint you want. <team> is the team that the navpoint is visible for. <object> is the object that you want the nav point to be attached to, and <real> is the height above the object that you want the nav point to be. So, since you want to attach your nav point to "captain" and have it visible for "player", use this instead:

activate_team_nav_point_object default Player captain 0.6

0.6 is just a good height to set a nav point above any biped in general. Default is the typical blue nav point with the arrow, but there are other types as well. Also, before you try and compile this script, make sure there is a biped named "captain" in your level or it will return an error.
Edited by Me KS on Mar 20, 2008 at 05:17 PM


RougeSpartan414
Joined: Sep 24, 2007

Angatar, the Iron-Father.


Posted: Mar 20, 2008 06:57 PM    Msg. 4 of 10       
Don't forget it's spelt Keyes, not Keys.


Toxic_Rhino
Joined: Jul 13, 2007


Posted: Mar 21, 2008 09:20 AM    Msg. 5 of 10       
The only problem is that I don't have a biped in my map, I am trying to make the nav_point go over 'captain' which is a part of an Encounter. I don't actually have a Object > Biped on the map, if I simply have a biped wont it just stand there and look around? Is there a way to make a biped react with its surroundings?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Mar 21, 2008 09:33 AM    Msg. 6 of 10       
Make a A.I


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 21, 2008 10:05 AM    Msg. 7 of 10       
Quote: --- Original message by: Toxic_Rhino
The only problem is that I don't have a biped in my map, I am trying to make the nav_point go over 'captain' which is a part of an Encounter. I don't actually have a Object > Biped on the map, if I simply have a biped wont it just stand there and look around? Is there a way to make a biped react with its surroundings?


Make an encounter with one squad but no spawn points. Then, with the biped named "captain", use "ai_attach" to attach that encounter to it:

ai_attach <unit> <ai>

This way, the biped will have a name so you can attach the nav point to it, and it will have AI controlling it. Bipeds actually do nothing by themselves because they're not controlled by anything.


Toxic_Rhino
Joined: Jul 13, 2007


Posted: Mar 22, 2008 03:07 AM    Msg. 8 of 10       
Thx Me KS, that is very helpful...

Did I write this right?

(script startup Captain_biped_ai
(ai_attach <Captain> <Captain>))

Edited by Toxic_Rhino on Mar 25, 2008 at 12:33 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 25, 2008 05:32 PM    Msg. 9 of 10       
(script startup Captain_biped_ai
(ai_attach Captain Captain)
)


Only a couple of things wrong. I fixed it above. The <'s and the >'s are just for the arguments, but aren't used in the command.

The indenting and the line separations in my fix aren't needed, but make it easier to read. If your AI encounter is "Captain" and your biped's name is "Captain", then that should work fine.
Edited by Me KS on Mar 25, 2008 at 05:33 PM


Toxic_Rhino
Joined: Jul 13, 2007


Posted: Mar 26, 2008 02:54 PM    Msg. 10 of 10       
Thank you

 

 
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