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Author Topic: how to get custom vehicles to show up in map? (8 messages, Page 1 of 1)
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darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 13, 2009 12:00 AM    Msg. 1 of 8       
i hav pelican wasp and kestral tags and they show up in sapien but not in compiled map. my guess is because CE looks for the default vehicles only. help me out please. thnx in advance. and lol first post of the day
Edited by darkassassin14 on Jun 13, 2009 at 12:01 AM


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Jun 13, 2009 12:03 AM    Msg. 2 of 8       
Open your globals and switch out vehicles there for the ones you have. Do not click add or delete or your map will exception.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 13, 2009 12:26 AM    Msg. 3 of 8       
that helped but how do i get more vehicles in? is it possible or not


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Jun 13, 2009 02:47 AM    Msg. 4 of 8       
Actually, it is possible, but not without complex scripting.

I had this problem a long time ago, and i have it posted on the forum.
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=26101
look here if you want to know how i solved it.

(actually, how Me KS solved it, because he gave me the solution to my problem.)

hope it helps....


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Jun 13, 2009 06:50 AM    Msg. 5 of 8       
For his benefit, I'm going to tell him what to do right here:

You'll need:

Easy Halo Scripter V2 (you can script it yourself but the EHSv2 works better if you're trying to script in more vehicles)

HEK (obviously)

Assuming you haven't tweaked with your globals tag, the globals vehicles should be:

Scorpion
Ghost
Rocket Warthog
Warthog
Shade
Banshee

Open up Sapien, and create a ghost, set it to spawn on all gametypes. Place it in some place the player cannot reach. Name it check_vehicle Then add all your other vehicles, and give them all different names, and place them next to check_vehicle. Make SURE they're in a place the player CANNOT reach, or this will result in several techincal difficulties.

Go to Mission>Game Data> Trigger Volumes in the Sapien Hierachy view

Go to the properties view, and name your trigger volume

Then go to game view, and right click to place the trigger. A small box should appear. You will now notice that it is simply too small to contain all your vehicles. Drag the sides of the box, that should make the box bigger. Make sure ALL your vehicles are placed inside the trigger.

Then, to go to Mission>Game Data>Flags

Place as many Flags as you want vehicles. Place them where you want your vehicles to appear in-game.

Then use Easy Halo Scripter, fill in the name of your trigger, flags, and vehicles.

Save the script as a .hsc file, in levels\mapname\scripts

If there is no scripts folder in the map's folder, you have to create one

Go back to Sapien, click 'File' in the top left hand corner, and 'Compile Scripts'.

Tell me if you get any errors.


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Jun 13, 2009 09:10 AM    Msg. 6 of 8       
Quote: --- Original message by: Polamee
For his benefit, I'm going to tell him what to do right here:

You'll need:

Easy Halo Scripter V2 (you can script it yourself but the EHSv2 works better if you're trying to script in more vehicles)

HEK (obviously)

Assuming you haven't tweaked with your globals tag, the globals vehicles should be:

Scorpion
Ghost
Rocket Warthog
Warthog
Shade
Banshee

Open up Sapien, and create a ghost, set it to spawn on all gametypes. Place it in some place the player cannot reach. Name it check_vehicle Then add all your other vehicles, and give them all different names, and place them next to check_vehicle. Make SURE they're in a place the player CANNOT reach, or this will result in several techincal difficulties.

Go to Mission>Game Data> Trigger Volumes in the Sapien Hierachy view

Go to the properties view, and name your trigger volume

Then go to game view, and right click to place the trigger. A small box should appear. You will now notice that it is simply too small to contain all your vehicles. Drag the sides of the box, that should make the box bigger. Make sure ALL your vehicles are placed inside the trigger.

Then, to go to Mission>Game Data>Flags

Place as many Flags as you want vehicles. Place them where you want your vehicles to appear in-game.

Then use Easy Halo Scripter, fill in the name of your trigger, flags, and vehicles.

Save the script as a .hsc file, in levels\mapname\scripts

If there is no scripts folder in the map's folder, you have to create one

Go back to Sapien, click 'File' in the top left hand corner, and 'Compile Scripts'.

Tell me if you get any errors.


Hmm...nice method. Just as well, i wanted to use this method. However, after going throught a few step, I came to the part mentioned in bold. I would like to ask, must the fields "Server Sync" and "Client" be filled up, and if so, how?

thx.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Jun 13, 2009 01:15 PM    Msg. 7 of 8       
Quote: --- Original message by: Polamee
For his benefit, I'm going to tell him what to do right here:

You'll need:

Easy Halo Scripter V2 (you can script it yourself but the EHSv2 works better if you're trying to script in more vehicles)

[rest cut out for length]


That method works, but it adds an unneeded step that only causes problems. The step is using the flags as the spawn points for the vehicles, while the actual vehicle spawn points are next to the server checking vehicle.

Since the vehicles are teleported away from their spawn points, they all repeatedly respawn back to their actual spawn points and then get teleported back to their flags even if nobody has touched them. Although it's not that big of a deal, it looks annoying once you notice it, and it can be fixed so it shouldn't be there.

You can fix that by just getting rid of the flags and placing the vehicle spawn points where they actually will spawn. Then, when they respawn back to the first spawn point, instead of teleporting them to a flag, just re-create them to spawn them back at their spawn points.

This method was used in Coldsnap, and it works better than the EHS method.

Here's a short tutorial I wrote up some time ago on it in case you want to use it, darkassassin. There are some things that I assumed people would know how to do when I wrote it, so if you need help with something I didn't specify, feel free to ask. It's the same one sargejohnson was talking about:

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.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Jun 28, 2009 06:14 PM    Msg. 8 of 8       
well time to copy and paste lol. this helps thnx. yea that didnt work. nothing spawns and i used flycam to get to the trigger area and only the ghost was thr. do server sync and client need to be filled in?
Edited by darkassassin14 on Jul 1, 2009 at 05:08 PM

 

 
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