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Author Topic: custom vehicles don't spawn in my map (21 messages, Page 1 of 1)
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randomteddybear
Joined: Jul 14, 2008


Posted: Aug 7, 2008 07:24 PM    Msg. 1 of 21       
custom vehicles don't spawn in my map. i can see them in sapien and i have them set up for all game types by defualt and there in my globals


Advancebo
Joined: Jan 14, 2008


Posted: Aug 7, 2008 07:26 PM    Msg. 2 of 21       
u can only have a total of 6 vehicles. unless u script them in


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 7, 2008 08:51 PM    Msg. 3 of 21       
what do you mean? only a total of 6? and how do you script vehicles in?

Coldsnap has over 20 vehicles


randomteddybear
Joined: Jul 14, 2008


Posted: Aug 7, 2008 11:21 PM    Msg. 4 of 21       
how do you script them in ?

he means 6 types of vehicles but, your right there are 9 different vehicles in coldsnap. so it can be done i only wonder how

and also where do i put the scripts
Edited by randomteddybear on Aug 7, 2008 at 11:32 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 8, 2008 12:29 AM    Msg. 5 of 21       
well i am also making a mpa. what do you know, nine vehicle types. this could come in handy.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 8, 2008 11:13 AM    Msg. 6 of 21       
Fiddle with the globals. I'm can't exactly remember how I got a custom turret in my map, but I know that I at one point deleted all the vehicles in globals and then put in the custom turret. but I don't know what the "maximum of 6 vehicle types" is all about.


randomteddybear
Joined: Jul 14, 2008


Posted: Aug 8, 2008 09:05 PM    Msg. 7 of 21       
yeah i know how to get them in you just delete other vehicles in your globals but i want more than 6 vehicles


kai5888
Joined: Jun 29, 2008

Start the revolution


Posted: Aug 8, 2008 10:20 PM    Msg. 8 of 21       
i think...

in globals.globals you need to go down to vehciles.... find the vehicle you want to replace (in the drop-box) and click the "..." next to "open" (under the dropbox)..... and find the vehicle you want to put in it's place...

for scripting in more than 6 vehicle types.... i think... you must name all the vehicles in saphien then in the script put:

(script startup vehicles
(object_create_anew <vehicle name>)
)

and you do that for every vehicle... (that is not one of the types in globals...)

eventually it will look like this:
example:
(script startup vehicles
(object_create_anew mw1)
(object_create_anew mw2)
(object_create_anew mw3)
(object_create_anew mw4)
(object_create_anew mw5)
(object_create_anew ls1)
(object_create_anew ls2)
(object_create_anew s1)
(object_create_anew j1)
(object_create_anew j2)
)

save that as a .hsc file and make a new folder called scripts in C://program files/microsoft games/halo custom edition/data/levels/mapname

then put the script in the script folder you just made... then go back in saphien and "file" "compile scripts".... or you could press Shift+Ctrl+C


randomteddybear
Joined: Jul 14, 2008


Posted: Aug 9, 2008 10:18 PM    Msg. 9 of 21       
so when i do that will the custom vehicles spawn at the spawn points i set for them? and also will they spawn at set intervals?
Edited by randomteddybear on Aug 9, 2008 at 10:22 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 9, 2008 10:42 PM    Msg. 10 of 21       
there can only be 6 because there are only 6 vehicles by default, and the engine wasn't designed to handle more by default. these are the standard vehicles. this includes the shade. it is a vehicle with no moving ability, therefor a "turret" effect. simple really.

this also means that there is a limit on how many weapons you can put in without trouble. particularily if you are like me and are replacing weapons, not to mention this is a greater number.

see, i am replacing some weapons with counerparts. some have multiple counterparts, but that is okay because i have deleted the original weapon freeing up a slot. because i have deleted the Covenant weapons, i have the extra spaces needed. minus the plasma grenade, which is being replaced with a Flame type grenade i plan on making...


randomteddybear
Joined: Jul 14, 2008


Posted: Aug 9, 2008 11:16 PM    Msg. 11 of 21       
will the scripted vehicle spawn in the area i placed them though?


kai5888
Joined: Jun 29, 2008

Start the revolution


Posted: Aug 9, 2008 11:37 PM    Msg. 12 of 21       
i've heard it somewhere........ and YES you can have more than 6 types of vehicles in maps if you want proof play extinction there is 11 i think lol

oh and not the red button...... you spelled it "rainbow raid" lol


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 10, 2008 01:19 PM    Msg. 13 of 21       
pay attention. what were talking about is that halo only uses six vehicles by default, unless it is scripted to allow more. we have all played coldsnap and extinction. the red base itself in either map has six vehicles.

take this into account when designing maps: turrets are vehicles without moving capabilitys. yes you could make a giant turret with one person manning the main cannon, and the other manning a light cannon, which could even swivel seperately. amazing.


randomteddybear
Joined: Jul 14, 2008


Posted: Aug 10, 2008 05:51 PM    Msg. 14 of 21       
yes i get the concept of a 2 man turret but my qeustion was: will scripted vehicles spawn in the spot i assined to them and at regular intervals? or will they spawn at random spots only once?
Edited by randomteddybear on Aug 10, 2008 at 05:51 PM


Advancebo
Joined: Jan 14, 2008


Posted: Aug 10, 2008 05:54 PM    Msg. 15 of 21       
Quote: --- Original message by: FoxtrotZero
pay attention. what were talking about is that halo only uses six vehicles by default, unless it is scripted to allow more. we have all played coldsnap and extinction. the red base itself in either map has six vehicles.

take this into account when designing maps: turrets are vehicles without moving capabilitys. yes you could make a giant turret with one person manning the main cannon, and the other manning a light cannon, which could even swivel seperately. amazing.


1 vehicle can only have 1 gunner. u cant make 1 occupant use a cannon, and the other occupant use the secondary.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 10, 2008 06:12 PM    Msg. 16 of 21       
Quote: --- Original message by: FoxtrotZero
there can only be 6 because there are only 6 vehicles by default, and the engine wasn't designed to handle more by default. these are the standard vehicles. this includes the shade. it is a vehicle with no moving ability, therefor a "turret" effect. simple really.

this also means that there is a limit on how many weapons you can put in without trouble. particularily if you are like me and are replacing weapons, not to mention this is a greater number.

see, i am replacing some weapons with counerparts. some have multiple counterparts, but that is okay because i have deleted the original weapon freeing up a slot. because i have deleted the Covenant weapons, i have the extra spaces needed. minus the plasma grenade, which is being replaced with a Flame type grenade i plan on making...


Not true. You can put in as many weapons as you please. There is nothing in the globals that specifies which weapons will spawn in the map, so you don't need to limit yourself. If you're thinking of the "Weapons List" part of the globals, that only specifies which weapons spawn when the command "cheat_all_weapons" is used.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 10, 2008 06:26 PM    Msg. 17 of 21       
Quote: --- Original message by: Me KS
Quote: --- Original message by: FoxtrotZero
there can only be 6 because there are only 6 vehicles by default, and the engine wasn't designed to handle more by default. these are the standard vehicles. this includes the shade. it is a vehicle with no moving ability, therefor a "turret" effect. simple really.

this also means that there is a limit on how many weapons you can put in without trouble. particularily if you are like me and are replacing weapons, not to mention this is a greater number.

see, i am replacing some weapons with counerparts. some have multiple counterparts, but that is okay because i have deleted the original weapon freeing up a slot. because i have deleted the Covenant weapons, i have the extra spaces needed. minus the plasma grenade, which is being replaced with a Flame type grenade i plan on making...


Not true. You can put in as many weapons as you please. There is nothing in the globals that specifies which weapons will spawn in the map, so you don't need to limit yourself. If you're thinking of the "Weapons List" part of the globals, that only specifies which weapons spawn when the command "cheat_all_weapons" is used.


very true, also u can remove the flag, oddball, gravity rifle, and mp needler. as those are not needed.


randomteddybear
Joined: Jul 14, 2008


Posted: Aug 10, 2008 07:00 PM    Msg. 18 of 21       
yes i get it there are so many vehicles that halo uses by default and i understand that there is no limit on weapons but, my question still stands: will scripted vehicles spawn in the spot i assigned to them and at regular intervals? or will they spawn at random spots only once?
Edited by randomteddybear on Aug 10, 2008 at 07:00 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 10, 2008 10:07 PM    Msg. 19 of 21       
Quote: --- Original message by: randomteddybear
yes i get it there are so many vehicles that halo uses by default and i understand that there is no limit on weapons but, my question still stands: will scripted vehicles spawn in the spot i assigned to them and at regular intervals? or will they spawn at random spots only once?
Edited by randomteddybear on Aug 10, 2008 at 07:00 PM


Yes, they will spawn where their spawn points are. However, if the type of vehicles you are spawning with scripts are not in the globals, then they will respawn to the first vehicle spawn point in the list of vehicles in Sapien, not to where their proper spawn points are.

There is an easy solution to this that involves setting up a trigger volume over that spawn point and checking to see if any vehicles enter that trigger volume, and if so, re-create those vehicles immediately to "respawn" them correctly.


kai5888
Joined: Jun 29, 2008

Start the revolution


Posted: Aug 10, 2008 10:12 PM    Msg. 20 of 21       
i think that the Easy Halo Scripter v2 by haloguru has a vehicle spawn script...


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 11, 2008 03:22 AM    Msg. 21 of 21       
so does that mean if i have a pelican, i can't have one gunner up front have a cannon, and another guy in back have a cannon too? because i wanted that

 

 
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