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 Technical / Map Design »What is with my scripted vehicles?

Page 1 of 2 Go to page: · [1] · 2 · Next
Author Topic: What is with my scripted vehicles? (36 messages, Page 1 of 2)
Moderators: Dennis

Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 11, 2008 05:08 PM    Msg. 1 of 36       
This happens to my scripted vehicles:
http://www.xfire.com/video/f95b/


Why does this happen?

Here is my full script:

(script startup vehiclespawn
(object_create_anew pelican)
(object_create_anew gw2)
(object_create_anew cgt)
(object_create_anew cgt2)
(object_create_anew spectre)
(object_create_anew spectre2)
(object_create_anew it3)
(object_create_anew it1)
(object_create_anew it)
(object_create_anew cgt4)
(object_create_anew cgt3)
(object_create_anew spectre3)
(object_create_anew spectre4)
(object_create_anew banshee)
(object_create_anew banshee1)
(object_create_anew wraith)
(object_create_anew wraith1)
(object_create_anew tw)
(object_create_anew tw1)
(object_create_anew tw3)
(object_create_anew tw4)
(object_create_anew mw3)
)
(script continuous vehicle_tele
(if (= (volume_test_object hog_tele mw) true)
(object_teleport mw hog_exit)
(if (= (volume_test_object hog_tele mw2) true)
(object_teleport mw2 hog_exit)
(if (= (volume_test_object hog_tele mw3) true)
(object_teleport mw3 hog_exit)
(if (= (volume_test_object hog_tele gw) true)
(object_teleport gw hog_exit)
(if (= (volume_test_object hog_tele gw2) true)
(object_teleport gw2 hog_exit)
(if (= (volume_test_object hog_tele gw3) true)
(object_teleport gw3 hog_exit)
(if (= (volume_test_object ship_tele mw) true)
(object_teleport mw ship_tele_exit)
(if (= (volume_test_object ship_tele mw2) true)
(object_teleport mw2 ship_tele_exit)
(if (= (volume_test_object ship_tele mw3) true)
(object_teleport mw3 ship_tele_exit)
(if (= (volume_test_object ship_tele gw3) true)
(object_teleport gw3 ship_tele_exit)
(if (= (volume_test_object ship_tele gw2) true)
(object_teleport gw2 ship_tele_exit)
(if (= (volume_test_object ship_tele gw) true)
(object_teleport gw ship_tele_exit)
(if (= (volume_test_object ship_tele tw4) true)
(object_teleport tw4 ship_tele_exit)
(if (= (volume_test_object ship_tele tw3) true)
(object_teleport tw3 ship_tele_exit)
(if (= (volume_test_object ship_tele tw1) true)
(object_teleport tw1 ship_tele_exit)
(if (= (volume_test_object ship_tele tw) true)
(object_teleport tw ship_tele_exit)
(if (= (volume_test_object ship_tele spectre4) true)
(object_teleport spectre4 ship_tele_exit)
(if (= (volume_test_object ship_tele spectre3) true)
(object_teleport spectre3 ship_tele_exit)
(if (= (volume_test_object ship_tele spectre2) true)
(object_teleport spectre2 ship_tele_exit)
(if (= (volume_test_object ship_tele spectre) true)
(object_teleport spectre ship_tele_exit)
(if (= (volume_test_object b1 spectre4) true)
(object_teleport spectre4 b1_exit)
(if (= (volume_test_object b1 spectre3) true)
(object_teleport spectre3 b1_exit)
(if (= (volume_test_object b1 spectre2) true)
(object_teleport spectre2 b1_exit)
(if (= (volume_test_object b1 spectre) true)
(object_teleport spectre b1_exit)
(if (= (volume_test_object b2 spectre4) true)
(object_teleport spectre4 b2_exit)
(if (= (volume_test_object b2 spectre3) true)
(object_teleport spectre3 b2_exit)
(if (= (volume_test_object b2 spectre2) true)
(object_teleport spectre2 b2_exit)
(if (= (volume_test_object b2 spectre) true)
(object_teleport spectre b2_exit)
(if (= (volume_test_object b1 mw) true)
(object_teleport mw b1_exit)
(if (= (volume_test_object b1 mw2) true)
(object_teleport mw2 b1_exit)
(if (= (volume_test_object b1 mw3) true)
(object_teleport mw3 b1_exit)
(if (= (volume_test_object b2 mw) true)
(object_teleport mw b2_exit)
(if (= (volume_test_object b2 mw2) true)
(object_teleport mw2 b2_exit)
(if (= (volume_test_object b2 mw3) true)
(object_teleport mw3 b2_exit)
(if (= (volume_test_object b1 gw) true)
(object_teleport gw b1_exit)
(if (= (volume_test_object b1 gw2) true)
(object_teleport gw2 b1_exit)
(if (= (volume_test_object b1 gw3) true)
(object_teleport gw3 b1_exit)
(if (= (volume_test_object b2 gw) true)
(object_teleport gw b2_exit)
(if (= (volume_test_object b2 gw2) true)
(object_teleport gw2 b2_exit)
(if (= (volume_test_object b2 gw3) true)
(object_teleport gw3 b2_exit)
(if (= (volume_test_object b1 tw4) true)
(object_teleport tw4 b1_exit)
(if (= (volume_test_object b1 tw3) true)
(object_teleport tw3 b1_exit)
(if (= (volume_test_object b1 tw1) true)
(object_teleport tw1 b1_exit)
(if (= (volume_test_object b1 tw) true)
(object_teleport tw b1_exit)
(if (= (volume_test_object b2 tw4) true)
(object_teleport tw4 b2_exit)
(if (= (volume_test_object b2 tw3) true)
(object_teleport tw3 b2_exit)
(if (= (volume_test_object b2 tw1) true)
(object_teleport tw1 b2_exit)
(if (= (volume_test_object b2 tw) true)
(object_teleport tw b2_exit)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
)
(script startup nightday
(sleep_until (= (unit_get_health switch) 0))
(switch_bsp 1)
)

Edited by Officer egg on Jul 11, 2008 at 09:43 PM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 11, 2008 08:38 PM    Msg. 2 of 36       
Didn't you make another forum about this? I swear I answered in there.
BUt then again, I'm not positive about it.

I tHINK that you need a trigger volume for them to spawn in. But I don't get it, you might need a separate trigger volume for each vehicle.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 11, 2008 09:42 PM    Msg. 3 of 36       
Really?

So, I make a trigger volume around the vehicle, then what?

And sorry, my edit was rude.

I was just in a bad mood, sorry.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 12, 2008 03:44 AM    Msg. 4 of 36       
Actually, I think you put a flag where you want it to spawn, name it what you want, then in the script you have to teleport it to the flag. Testing that now, I'll tell you the result later.

EDIT

Okay....

I used EHS and the script wouldn't work properly, so I just edited it down, kept on compiling, checking the errors, blah.

I got it to work at last, but it doesn't seem to work properly.

(script startup vehicle_spawn
(object_create_anew phantom1)
(object_create_anew pelican1)
)
(script continuous begin
(object_teleport phantom1 phantom1)
(object_set_facing phantom1 phantom1)
(object_teleport pelican1 pelican1)
(object_set_facing pelican1 pelican1)
)

That was my script. 2 scripts actually, though I did that accidentally.

But it spawned the vehicle and teleported to my flags.

However, they sank through the ground partially. They seemed to have forgotten they are solid. Half of it at least. So I'm looking on how to fix that now. =D
Edited by Mythril on Jul 12, 2008 at 04:13 AM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 12, 2008 05:36 AM    Msg. 5 of 36       
Quote: I used EHS and the script wouldn't work properly

The script in EHSv2 works fine it is a custom script made by me and killer kiwi and went through a lot of testing.

What you need to do is place a trigger volume down for all your vehicles, you then place a vehicle that is in the globals in the trigger volume and call it check_vehicle then place all your other vehicles in the trigger volume with it. Then you need to place flags down where you want them to spawn, once you have placed the flags make sure to raise them up a bit.

Edit:

The other vehicles in that script are controlled by the check_vehicle so make sure its set for the gametypes you want the other vehicles to spawn on.
Edited by H Guru on Jul 12, 2008 at 05:37 AM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 12, 2008 06:06 AM    Msg. 6 of 36       
Quote: --- Original message by: H Guru
Quote: I used EHS and the script wouldn't work properly

The script in EHSv2 works fine it is a custom script made by me and killer kiwi and went through a lot of testing.

What you need to do is place a trigger volume down for all your vehicles, you then place a vehicle that is in the globals in the trigger volume and call it check_vehicle then place all your other vehicles in the trigger volume with it. Then you need to place flags down where you want them to spawn, once you have placed the flags make sure to raise them up a bit.

Edit:

The other vehicles in that script are controlled by the check_vehicle so make sure its set for the gametypes you want the other vehicles to spawn on.
Edited by H Guru on Jul 12, 2008 at 05:37 AM


So basically, you make a trigger volume, stick in some vehicle in your globals (aka, banshee), call it check_vehicle, then put all the other vehicles inside the trigger volume as well? I get the flags bit, and raise them up a bit, woops, explains a lot =D

Aha, I'm going to go test that now

Thanks =D


EDIT:

Aha. I found what I did wrong. I left the first 2 boxes empty, the script names. Which made Sapien think, wah?

Compiled properly at last =P

but when I go ingame, the vehicles don't show. Any answers? Script is:

(global boolean is_server false)
(script startup serversync
(begin
(if (= (unit_get_health check_vehicle) 0.0)
(begin
(set is_server true)
(object_destroy check_vehicle)
(object_create check_vehicle)
(object_create pelican1)
(object_create phantom1)
)
)
)
)
(script continuous clientsync
(begin
(if (= is_server true)
(begin
(if (= (volume_test_object vehicles check_vehicle) true)
(begin
(object_teleport check_vehicle check_vehicle)
(object_set_facing check_vehicle check_vehicle)
)
)
(if (= (volume_test_object vehicles pelican1) true)
(begin
(object_teleport pelican1 pelican1)
(object_set_facing pelican1 pelican1)
)
)
(if (= (volume_test_object vehicles phantom1) true)
(begin
(object_teleport phantom1 phantom1)
(object_set_facing phantom1 phantom1)
)
)
)
)
)
)


As gotten from EHS.

Weird
Edited by Mythril on Jul 12, 2008 at 07:26 AM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 12, 2008 12:36 PM    Msg. 7 of 36       
Did you make the "check_vehicle" spawn on all gametypes/selected gametype you was playing on?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 12, 2008 01:45 PM    Msg. 8 of 36       
Isn't it object_create_anew?

And oh yeah, thanks guys!

The longsword had a check_vehicle name...

So, you place all your vehicles inside the trigger volume that the check_vehicle is in?
And put a flag where you want it to spawn...

Do I name the trigger volume check_vehicle?
Edited by Officer egg on Jul 12, 2008 at 01:46 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jul 12, 2008 01:50 PM    Msg. 9 of 36       
no u make a vehicle tag called check vehicle, and load that into globals, replacing 1 of the vehicles in the globals


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 12, 2008 01:53 PM    Msg. 10 of 36       
Quote: no u make a vehicle tag called check vehicle, and load that into globals, replacing 1 of the vehicles in the globals

No you don't, that's totally wrong. You place something like a warthog in the trigger volume then in sapien name it "check_vehicle".


Advancebo
Joined: Jan 14, 2008


Posted: Jul 12, 2008 01:57 PM    Msg. 11 of 36       
seriously? i made a check vehicle and it worked


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 12, 2008 02:43 PM    Msg. 12 of 36       
Okay, i named the longsword check_vehicle, put a trigger volume around it, named the tv check vehicle too, then moved all my scripted vehicles except the warthogs into that trigger volume.

I replaced the vehicles with flags the same name as their names, and saved and stuff.
Compiled the map, played it, and they all spawned at the longsword...worse than before.

I guess I did something wrong...I didn't change my script?
Edited by Officer egg on Jul 12, 2008 at 02:49 PM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 12, 2008 06:42 PM    Msg. 13 of 36       
Quote: seriously? i made a check vehicle and it worked

Yes, seriously it will not work at all.

Quote: i named the longsword check_vehicle

Is the longsword in the globals?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 12, 2008 08:55 PM    Msg. 14 of 36       
Yes.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 12, 2008 09:03 PM    Msg. 15 of 36       
I managed to get my vehicles to spawn where they were supposed to spawn. A couple of errors though.

A: Is the check_vehicle meant to spawn as well?
B: They wouldn't fall down, they just hung in the air.

For B, I think I know what's wrong. Isn't there supposed to be a rest 300 or something like that in the script?

Script is:
(global boolean is_server false)
(script startup serversync
(begin
(if (= (unit_get_health check_vehicle) 0.0)
(begin
(set is_server true)
(object_destroy check_vehicle)
(object_create_anew check_vehicle)
(object_create_anew pelican1)
(object_create_anew phantom1)
)
)
)
)
(script continuous clientsync
(begin
(if (= is_server true)
(begin
(if (= (volume_test_object vehicles check_vehicle) true)
(begin
(object_teleport check_vehicle check_vehicle)
(object_set_facing check_vehicle check_vehicle)
)
)
(if (= (volume_test_object vehicles pelican1) true)
(begin
(object_teleport pelican1 pelican1)
(object_set_facing pelican1 pelican1)
)
)
(if (= (volume_test_object vehicles phantom1) true)
(begin
(object_teleport phantom1 phantom1)
(object_set_facing phantom1 phantom1)
)
)
)
)
)
)


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 12, 2008 09:09 PM    Msg. 16 of 36       
A: No the check_vehicle will not spawn
B: You obviously set the flags too high

Quote: Isn't there supposed to be a rest 300 or something like that in the script?

Nope adding this would cause the script to mess up if the map was restarted as was found out in tests.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 12, 2008 09:28 PM    Msg. 17 of 36       
Why is your script so different?

Should I copy it?


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 12, 2008 09:38 PM    Msg. 18 of 36       
Go ahead

Well, I set them lower, they still won't fall down, and when I go into them, I can't fly around, I'm stuck right there.

Also, check_vehicle DID spawn...I noticed in the script, it's like

(object_destroy check_vehicle)
(object_create_anew check_vehicle)

(object_create_anew pelican1)
(object_create_anew phantom1)

It destroys it then creates it. Wouldn't that mean it WOULD appear?

The vehicle I used as check_vehicle is in globals and is set to spawn in all gametypes.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 12, 2008 09:50 PM    Msg. 19 of 36       
But what is wrong with my script?


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 12, 2008 10:02 PM    Msg. 20 of 36       
So you have a trigger volume with a longsword that is named check_vehicle inside it, along with all other scripted vehicles that have names. Then you have flags where you want the vehicles to spawn.

Yes?

Tell me all your vehicle names and flag names and the trigger volume's name and I'll script it for you...using EHS lulz.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 13, 2008 02:46 AM    Msg. 21 of 36       
Well, I don't have it set up right now, before i moved my vehicles i backed up the scenario and now i overwrote it...

Anyway, make the script for future use...lol

Trigger volume: check_vehicle
Vehicles:
Gun towers- cgt cgt2 cgt3 cgt4
Spectres- spectre spectre2 spectre3 spectre4
Banshees- banshee1 banshee
Wraiths- wraith wraith1
Brute ghosts- tw tw1 tw3 tw4
Scorpions- it it1 it3
Pelican- pelican
Hogs- mw3 gw2

I'll be off the computer for about three days.
I'm trying to stop an addiction...lulz :D


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 13, 2008 02:50 AM    Msg. 22 of 36       
lulz

Okay, I'll go set it up nows =P

(global boolean is_server false)
(script startup serversync
(begin
(if (= (unit_get_health check_vehicle) 0.0)
(begin
(set is_server true)
(object_destroy check_vehicle)
(object_create check_vehicle)
(object_create cgt)
(object_create cgt2)
(object_create cgt3)
(object_create cgt4)
(object_create spectre)
(object_create spectre2)
(object_create spectre3)
(object_create spectre4)
(object_create banshee)
(object_create banshee1)
(object_create wraith)
(object_create wraith1)
(object_create tw)
(object_create tw1)
(object_create tw3)
(object_create tw4)
(object_create it)
(object_create it1)
(object_create it3)
(object_create pelican)
(object_create mw3)
(object_create gw2)
)
)
)
)
(script continuous clientsync
(begin
(if (= is_server true)
(begin
(if (= (volume_test_object check_vehicle check_vehicle) true)
(begin
(object_teleport check_vehicle check_vehicle)
(object_set_facing check_vehicle check_vehicle)
)
)
(if (= (volume_test_object check_vehicle cgt) true)
(begin
(object_teleport cgt cgt)
(object_set_facing cgt cgt)
)
)
(if (= (volume_test_object check_vehicle cgt2) true)
(begin
(object_teleport cgt2 cgt2)
(object_set_facing cgt2 cgt2)
)
)
(if (= (volume_test_object check_vehicle cgt3) true)
(begin
(object_teleport cgt3 cgt3)
(object_set_facing cgt3 cgt3)
)
)
(if (= (volume_test_object check_vehicle cgt4) true)
(begin
(object_teleport cgt4 cgt4)
(object_set_facing cgt4 cgt4)
)
)
(if (= (volume_test_object check_vehicle spectre) true)
(begin
(object_teleport spectre spectre)
(object_set_facing spectre spectre)
)
)
(if (= (volume_test_object check_vehicle spectre2) true)
(begin
(object_teleport spectre2 spectre2)
(object_set_facing spectre2 spectre2)
)
)
(if (= (volume_test_object check_vehicle spectre3) true)
(begin
(object_teleport spectre3 spectre3)
(object_set_facing spectre3 spectre3)
)
)
(if (= (volume_test_object check_vehicle spectre4) true)
(begin
(object_teleport spectre4 spectre4)
(object_set_facing spectre4 spectre4)
)
)
(if (= (volume_test_object check_vehicle banshee) true)
(begin
(object_teleport banshee banshee)
(object_set_facing banshee banshee)
)
)
(if (= (volume_test_object check_vehicle banshee1) true)
(begin
(object_teleport banshee1 banshee1)
(object_set_facing banshee1 banshee1)
)
)
(if (= (volume_test_object check_vehicle wraith) true)
(begin
(object_teleport wraith wraith)
(object_set_facing wraith wraith)
)
)
(if (= (volume_test_object check_vehicle wraith1) true)
(begin
(object_teleport wraith1 wraith1)
(object_set_facing wraith1 wraith1)
)
)
(if (= (volume_test_object check_vehicle tw) true)
(begin
(object_teleport tw tw)
(object_set_facing tw tw)
)
)
(if (= (volume_test_object check_vehicle tw1) true)
(begin
(object_teleport tw1 tw1)
(object_set_facing tw1 tw1)
)
)
(if (= (volume_test_object check_vehicle tw3) true)
(begin
(object_teleport tw3 tw3)
(object_set_facing tw3 tw3)
)
)
(if (= (volume_test_object check_vehicle tw4) true)
(begin
(object_teleport tw4 tw4)
(object_set_facing tw4 tw4)
)
)
(if (= (volume_test_object check_vehicle it) true)
(begin
(object_teleport it it)
(object_set_facing it it)
)
)
(if (= (volume_test_object check_vehicle it1) true)
(begin
(object_teleport it1 it1)
(object_set_facing it1 it1)
)
)
(if (= (volume_test_object check_vehicle it3) true)
(begin
(object_teleport it3 it3)
(object_set_facing it3 it3)
)
)
(if (= (volume_test_object check_vehicle pelican) true)
(begin
(object_teleport pelican pelican)
(object_set_facing pelican pelican
)
)
(if (= (volume_test_object check_vehicle mw3) true)
(begin
(object_teleport mw3 mw3)
(object_set_facing mw3 mw3
)
)
(if (= (volume_test_object check_vehicle gw2) true)
(begin
(object_teleport gw2 gw2)
(object_set_facing gw2 gw2
)
)
)
)


Not very long to make =D

I'm assuming the flag names are the same as the vehicle names?

And you might get a couple of errors because I had to add some myself (EPIC FAIL SCRIPTER IS I) because EHS can only add 20 and you had 23 I think.

If you do get errors, tell me what they were =D
Edited by Mythril on Jul 13, 2008 at 03:07 AM


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 13, 2008 07:48 AM    Msg. 23 of 36       
Quote: I'm assuming the flag names are the same as the vehicle names?

They can be the same but if you read the script it may become a bit confusing.

Quote: because EHS can only add 20 and you had 23 I think.

EHSv3 should be released soon which has much more scripts it also supports up to 50 vehicles.

old comparison pic of v2 compared to v3
http://gamerscreek.com/easyhaloscripter/pictures/comparison.png


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 13, 2008 03:55 PM    Msg. 24 of 36       
I replaced your script with mine, and got this message when I tried to compile them:

[scripts line 1] i expected a script or variable definition.: global boolean is_server false)
recompiling scripts after scenarios were merged.
i expected a script or variable definition.: global boolean is_server false)

?
Edited by Officer egg on Jul 13, 2008 at 05:16 PM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 13, 2008 06:55 PM    Msg. 25 of 36       
Quote: old comparison pic of v2 compared to v3
http://gamerscreek.com/easyhaloscripter/pictures/comparison.png


Woahz. That looks excellent =D.

Quote: I replaced your script with mine, and got this message when I tried to compile them:

[scripts line 1] i expected a script or variable definition.: global boolean is_server false)
recompiling scripts after scenarios were merged.
i expected a script or variable definition.: global boolean is_server false)

?


Okay, that's odd...the first line won't work, I wonder why?

that was straight out of EHS besides my edits with more vehicles.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 13, 2008 09:13 PM    Msg. 26 of 36       
So waddafuxup?

lol

I replaced your script with mine, at the start of it.

(script startup vehiclespawn
(object_create_anew pelican)
(object_create_anew gw2)
(object_create_anew cgt)
(object_create_anew cgt2)
(object_create_anew spectre)
(object_create_anew spectre2)
(object_create_anew it3)
(object_create_anew it1)
(object_create_anew it)
(object_create_anew cgt4)
(object_create_anew cgt3)
(object_create_anew spectre3)
(object_create_anew spectre4)
(object_create_anew banshee)
(object_create_anew banshee1)
(object_create_anew wraith)
(object_create_anew wraith1)
(object_create_anew tw)
(object_create_anew tw1)
(object_create_anew tw3)
(object_create_anew tw4)
(object_create_anew mw3)
)

I replaced that.
Edited by Officer egg on Jul 13, 2008 at 11:42 PM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 14, 2008 07:26 PM    Msg. 27 of 36       
Just copy and paste the whole thing. It SHOULD work, no idea why it won't.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Jul 14, 2008 07:32 PM    Msg. 28 of 36       
is the opening parenthese there?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 15, 2008 12:00 PM    Msg. 29 of 36       
Where would the opening parenthesis be?

And i did copy and paste it all...


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 15, 2008 06:18 PM    Msg. 30 of 36       
Aha.

I think you missed out on the first bracket before global?


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jul 15, 2008 11:38 PM    Msg. 31 of 36       
You have almost got it but remove this line of code

(object_create check_vehicle)

The check vehicle is only there to tell if you are the surver or not.
This method may be alot more work to setup but has removed all of the bugs that Myself and H_Guru found with spawning vehicles this way.

bugs
1 client spawning two vehicles.
2 vehicles respawing in the wrong place

and a lot more.

We spent days getting this just right so I know it dos work if implented correctly


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 16, 2008 01:02 AM    Msg. 32 of 36       
Now I get this:

[scripts line 41] this is not a valid cutscene_flag name: check_vehicle)
recompiling scripts after scenarios were merged.
[scripts line 40] this left parenthesis is unmatched.: (begin

Also, i added parenthesis on the last three vehicles. Is that acceptable?
I also deleted object create check vehicle...
Edited by Officer egg on Jul 16, 2008 at 01:02 AM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jul 16, 2008 05:35 PM    Msg. 33 of 36       
It means you don't have any flag's in your scenario, do you?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 16, 2008 06:49 PM    Msg. 34 of 36       
no, i have a flag for them all...

But hgurur gave me a script, and it compiled, but the vehicles still spawn there...even when i start the game.

You see, with my old script, they spawned, then only one type of scripted vehicle spawned at the longsword.

And when i restarted, they all spawned.

Now, since I moved the vehicles to the longsword and made a trigegr volume, and replaced them with flags, they always spawn there...


H Guru
Joined: Oct 15, 2006

EHSv3 Coming Soon!


Posted: Jul 16, 2008 07:16 PM    Msg. 35 of 36       
Do you happen to have xfire? I've just created a quick video showing me setting it up and showing it working.

 
Page 1 of 2 Go to page: · [1] · 2 · Next

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 9:10 PM 125 ms.
A Halo Maps Website