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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Odd glitch in map

Author Topic: Odd glitch in map (7 messages, Page 1 of 1)
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Vipervire79
Joined: Nov 25, 2009

Mmmmm!! Braaaaains!


Posted: Dec 5, 2009 04:42 PM    Msg. 1 of 7       
Infinity is the map I was editing and I finished editing it. Compiled it. It worked fine besides one glitch or bug. Every time a vehicle moves on the map with a rocket launcher, you driving it, grenades, etc. The vehicle will disappear around 30 seconds later, if not driven, and reappear at the blue base, around near the middle of the big forerunner structure. Even if it's a Pelican it will appear there (half inside the structure). And they just reappear there even if they are already there. I have no idea what causes the problem or what could be related to the problem.


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Dec 5, 2009 09:43 PM    Msg. 2 of 7       
all vehicles that the game considers "extra" (like non-default vehicles) are respawned to the first vehicle spawn point in sapien, no matter where their actual spawn points are.
you need some scripting to correct this error though.


Vipervire79
Joined: Nov 25, 2009

Mmmmm!! Braaaaains!


Posted: Dec 6, 2009 10:45 PM    Msg. 3 of 7       
Do you know where I can get some help with that kind of scripting. I have only scripted a little bit a.k.a. only the extra vehicles script.


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Dec 6, 2009 11:02 PM    Msg. 4 of 7       
here's a tutorial that i copied and pasted quite a while ago from Me KS.
it works very well:

Quote:
Original tutorial 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.


hope this helps :)


Vipervire79
Joined: Nov 25, 2009

Mmmmm!! Braaaaains!


Posted: Dec 7, 2009 09:43 AM    Msg. 5 of 7       
Do I need the extra vehicles script or does this script do that also?
Edited by Vipervire79 on Dec 7, 2009 at 09:43 AM


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Dec 7, 2009 09:56 AM    Msg. 6 of 7       
this script in the tutorial already does that for you.
adding another extra vehicle script would be redundant and may cause odd stuff to happen.


Vipervire79
Joined: Nov 25, 2009

Mmmmm!! Braaaaains!


Posted: Dec 7, 2009 11:28 AM    Msg. 7 of 7       
Yes, it works perfectly. thanks Sarge I salute you xD.

 

 
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