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 General Discussion »I need help with checkpoints.

Author Topic: I need help with checkpoints. (4 messages, Page 1 of 1)
Moderators: Dennis

cybykillers
Joined: Feb 12, 2009

Tanky likes to eat babies for lunch >:)


Posted: Feb 23, 2009 07:44 AM    Msg. 1 of 4       
in a single player map im working on, im trying to add checkpoints where the game saves itself. i've seen some tutorials and it tells me to type 9game_save) in my scripts. but how do i make it so say i was walking in a tunnel. i want to save at a certain point inside the tunnel. how do i do that.


black doom
Joined: Oct 4, 2008

we will never stop, we can win the "impossible"


Posted: Feb 23, 2009 07:49 AM    Msg. 2 of 4       
you know how to script? if yes, then you need to place a trigger volume where you want it to save, which you script that it detects if the player is on trigger, then it saves.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Feb 23, 2009 08:21 AM    Msg. 3 of 4       
To add on to his point: DO NOT USE GAME_SAVE

What game_save does is that it checks for enemies around the player withing a certain radius. It will check for 8 seconds, and if they’re still enemies, it will give up. However, using this command: game_save_no_timeout is better, as the game will never stop checking, and will eventually save a checkpoint.

Or you could try game_save_totally unsafe, which will save the checkpoint no matter what happens, even if the player has only 1 health bar left and is surronded by 20 elites 0_o


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 23, 2009 06:34 PM    Msg. 4 of 4       
Which is why you use game_save_totally_unsafe. NOTE: game_save and game_save_no_timout ONLY WORK if the player isn't moving. If you're walking, it won't work. Bungie themselves used game_save_totally_unsafe to save. They only used game_save right after a cutscene, because it wasn't likely that you would move as soon as it ended.

TL;DR version
Use game_save_totally_unsafe, but only if there are no enemies. Which in your scenario, it should work. So create a trigger volume called tvol, and put it where the player will walk. Add this to your script:

(script startup tvol
(sleep_until (volume_test_objects tvol (players)) 15)
(game_save_no_timeout)
)

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 9:57 PM 156 ms.
A Halo Maps Website