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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Globals Vehicles?

Author Topic: Globals Vehicles? (13 messages, Page 1 of 1)
Moderators: Dennis

PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 10, 2009 03:53 PM    Msg. 1 of 13       
Ok I Extratced The hugeass and i found out it has more then 6 vehicles in the map is there a way to get more than 6 vehicles? Heres a pic of all the vehicles the LS is on the other side it says Ls on the side lol.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 10, 2009 03:56 PM    Msg. 2 of 13       
Scripting.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 10, 2009 04:03 PM    Msg. 3 of 13       
But, what kind of scripting though.


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Apr 10, 2009 04:06 PM    Msg. 4 of 13       
object_create_anew *vehicle name*

you also need another script where when the vehicle respawns it moves back to the original spawn point


Advancebo
Joined: Jan 14, 2008


Posted: Apr 10, 2009 04:09 PM    Msg. 5 of 13       
Quote: --- Original message by: PVT Jenkins
But, what kind of scripting though.


C++ scripting, gosh.
Theres only 1 type of scripting for Halo CE, thats HSC and Halo scripting.


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 10, 2009 04:17 PM    Msg. 6 of 13       
So can u=you give me a script with everything to make more than 6 vehicles


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Apr 10, 2009 04:30 PM    Msg. 7 of 13       


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 10, 2009 04:59 PM    Msg. 8 of 13       
IThe tutorial is nothing like the program theres no open or anything.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 10, 2009 05:07 PM    Msg. 9 of 13       
EHS is pretty self explanatory...


PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Apr 10, 2009 05:07 PM    Msg. 10 of 13       
It looks hard becuase its not the same. Where is the more vehicles button where i cant find it help!!!!
Edited by PVT Jenkins on Apr 10, 2009 at 05:19 PM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 10, 2009 07:02 PM    Msg. 11 of 13       
There is no "more vehicles" button. You have to name the vehicle in sapien, create a script that uses the object_create_anew command.

(script continuous vehicles
(object_create_anew ghost
(object_create_anew warthog
(sleep 3000)
)
)
)

That's just a guess, the parenthesis are wrong.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Apr 10, 2009 07:10 PM    Msg. 12 of 13       
Search is your friend.
http://hce.halomaps.org/index.cfm?search=scripting+more+than+6+vehicles
Also:
http://hce.halomaps.org/index.cfm?fid=4418
Edited by UnevenElefant5 on Apr 10, 2009 at 07:10 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 11, 2009 12:25 PM    Msg. 13 of 13       
Here's a tutorial I posted some time ago on how to add extra vehicles. This is the same method that was used in Hugeass and it's better than the EHS method because it respawns the vehicles just like the normal vehicles:

Quote: --- Original message by: Me KS
1. In your "Vehicles" list in Sapien, place a vehicle spawn point in a location where no player can go. Set the spawn point's vehicle type to "NONE" so no vehicle actually spawns there. This spawn point has to be the very first in the list of vehicles in Sapien.

The reason for this is all vehicles that the game considers "extra" are respawned to the first vehicle spawn point, no matter where their actual spawn points are. So we take advantage of that here.

2. Place a trigger volume (Game Data > Trigger Volumes) over this spawn point. Make sure the trigger volume is larger than the largest vehicle that you need a script to respawn. For example, if you have two scorpions, a hog, and a ghost, make the trigger volume at least as large as the scorpion. Name this trigger volume whatever you want.

This will be used to check to see when the vehicle has respawned to the first spawn point, then re-create it that very same moment to bring it back to its true spawn point.

3. Also, place a new vehicle of any type (hog, ghost, anything. Preferably something small) in either the same area (away from the trigger volume) or in a different location that the player can't go to. Name this vehicle "host_check", and set it to spawn BY DEFAULT in all game types. Make sure it's a vehicle that is in the globals so it'll spawn by itself, otherwise this won't work.

This is to check in the scripts to make sure the game doing all of this is the server. It works because the vehicles are server-side only, and so if you try to check for a vehicle's existence and you're not the server, it will say the vehicle doesn't exist, which lets us check and see who's the server. If we allowed the script to run without making sure only the server is making the changes, then there would be two vehicles spawned for each spawn point: one is the real server-side one, and the other is a client-side copy that doesn't exist on the server and so is just useless and annoying to players.

4. With all of the vehicles that you need scripted in, place them where you need them and set their properties as usual. Just remember to give each one a unique name for the scripts.

5. Then, you're ready to actually do the script:


(global boolean server 0)

(script startup vehicles
(if
(>= (unit_get_health host_check) 0)
(set server 1)
)
(if
(= server 1)
(begin
(object_create "first vehicle")
(object_create "second vehicle")
;; etc, repeat for each one
)
)
)

(script continuous respawn_stuff
(if
(= server 1)
(begin
(if
(volume_test_object "trigger volume name" "first vehicle")
(object_create_anew "first vehicle")
)
(if
(volume_test_object "trigger volume name" "second vehicle")
(object_create_anew "second vehicle")
)
;; repeat each of these (if)'s for each vehicle. Use copy-pasting to do it faster.
)
(sleep_until (= 0 1))
)
)


Just replace the things in "quotes" and compile, and then test.

 

 
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