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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »ai spawing before they are supposed to?

Author Topic: ai spawing before they are supposed to? (5 messages, Page 1 of 1)
Moderators: Dennis

KingNick220
Joined: Jul 14, 2008


Posted: Nov 3, 2009 11:25 AM    Msg. 1 of 5       
OK, so i want a group of elites to come on a spectre, but they come to early. they spawn when there not supposed to, but i wanted them to spawn after the shade encounter dies, but they are there when the shade encounter is still alive. 4 is the spectre vehicle,
)
(script startup spectre
(sleep_until (= (ai_living_count shade) 0))
(object_create 4)
(ai_place spectre)
)
Edited by KingNick220 on Nov 3, 2009 at 11:27 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 3, 2009 08:48 PM    Msg. 2 of 5       
The reason why your script doesn't work, is because the encounter is probably not initially created. That would mean that the startup script would execute immediately, at the beginning of the level.


KingNick220
Joined: Jul 14, 2008


Posted: Nov 4, 2009 09:53 AM    Msg. 3 of 5       
gamma, both spectre and shade encounters are not initially created. I just checked, and i don't understand why it won't work, i always have troubles with script sleep scripts.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 4, 2009 10:33 AM    Msg. 4 of 5       
It doesn't work because if they're not initially created, then they begin with a living count of 0. Your script waits until the living count is 0. See the problem?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Nov 5, 2009 07:18 PM    Msg. 5 of 5       
Or use a boolean like I told you to on xfire :]
That requires the least rewriting of scripts. Dormant scripts require moving the entire chunk above the initial script.

 

 
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