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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Water Death Plane?

Author Topic: Water Death Plane? (12 messages, Page 1 of 1)
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MoooseGuy
Joined: Aug 10, 2008

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Posted: Aug 18, 2008 10:27 PM    Msg. 1 of 12       
I've heard of ppl using death planes to kill someone when they hit a falling distance or water.
How do i do this, because i haven't seen any shader symbols for it.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 18, 2008 10:54 PM    Msg. 2 of 12       
I think you put a trigger volume and script it to kill a player who enters.


MoooseGuy
Joined: Aug 10, 2008

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Posted: Aug 19, 2008 07:40 PM    Msg. 3 of 12       
how?


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 20, 2008 12:37 AM    Msg. 4 of 12       
(global short plyrnum 0)
(script continuous deathbox
(begin
(if (= (volume_test_object deathbox (list_get (players) plyrnum)) true)
(begin
(unit_kill (unit (list_get (players) plyrnum)))
)
)
)
)

(script continuous increase_plyrnum
(begin
(set plyrnum (+ plyrnum 1))
)
)

(script continuous reset_plyrnum
(if
(= (> plyrnum 15) true)
(begin
(set plyrnum 0)
)
)
)


this basically does what the above script does, except its condensed


Advancebo
Joined: Jan 14, 2008


Posted: Aug 20, 2008 06:49 AM    Msg. 5 of 12       
wat is plyrnum?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 20, 2008 02:05 PM    Msg. 6 of 12       
Quote: --- Original message by: Donut
this basically does what the above script does, except its condensed


Well, that works too, but that one could have up to a half-second delay before killing a player since it counts through all the players in 16 ticks (30 ticks in a second). Even though it's not a big deal, it might be in certain cases where you really need the player to die immediately, i.e.: The kill trigger volume is just above the floor and the map has no falling damage, so if a player delays in getting killed, he'll land on the floor and then drop dead randomly soon after.


Vick Jr
Joined: Jun 26, 2008

Well enough alone...


Posted: Aug 20, 2008 03:10 PM    Msg. 7 of 12       
I don't know much about scripting, but shouldn't there be a way to do it in a loop, not a timer? Though it's not called a "loop", it a "script continuous " but it does the same thing.

Wait, that's what that guy did. Why would there be a delay again?
Edited by Vick Jr on Aug 20, 2008 at 03:12 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 20, 2008 03:19 PM    Msg. 8 of 12       
Quote: --- Original message by: Vick Jr
I don't know much about scripting, but shouldn't there be a way to do it in a loop, not a timer? Though it's not called a "loop", it a "script continuous " but it does the same thing.

Wait, that's what that guy did. Why would there be a delay again?
Edited by Vick Jr on Aug 20, 2008 at 03:12 PM


Because when a player gets into the trigger volume, the plyrnum (current player number being tested for) will most likely be set to a number different than the player in the trigger volume, so the plyrnum will have to be counted up until it reaches that player's number before he gets killed.
Edited by Me KS on Aug 20, 2008 at 03:19 PM


MoooseGuy
Joined: Aug 10, 2008

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Posted: Aug 20, 2008 04:30 PM    Msg. 9 of 12       
just clarifying, what exactly IS a trigger volume?
thanks guys for the help btw :)


Advancebo
Joined: Jan 14, 2008


Posted: Aug 20, 2008 04:33 PM    Msg. 10 of 12       
Quote: --- Original message by: MoooseGuy
just clarifying, what exactly IS a trigger volume?
thanks guys for the help btw :)


its a trigger, when activated, it does wat ever its supposed to do


MoooseGuy
Joined: Aug 10, 2008

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Posted: Aug 20, 2008 04:38 PM    Msg. 11 of 12       
like a plane created in 3ds max that u script later?


Advancebo
Joined: Jan 14, 2008


Posted: Aug 20, 2008 04:40 PM    Msg. 12 of 12       
no, a trigger point is made in sapien

 

 
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