
Vastanus neshtrog
Joined: Aug 5, 2009
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Posted: Dec 23, 2009 02:27 PM
Msg. 1 of 10
In a map where every player spawn point matches up to a vehicle spawn point, is there any way to script spawn points so that, no matter what gametype, players will spawn with their vehicles?
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Dec 24, 2009 09:59 AM
Msg. 2 of 10
Nope. Just place all spawn points by the vehicles.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 24, 2009 12:32 PM
Msg. 3 of 10
Yes, you can.
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Vastanus neshtrog
Joined: Aug 5, 2009
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Posted: Dec 24, 2009 02:51 PM
Msg. 4 of 10
Care to elaborate?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Dec 24, 2009 03:03 PM
Msg. 5 of 10
The only foreseeable problem, is Halo's random spawn system. But I suppose, if you don't care which vehicle each player gets into, just put a trigger volume over the vehicle, and if the vehicle's in the starting area, load a corresponding player in. I don't think Halo generates NullPointerExceptions if the player doesn't exist.
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Vastanus neshtrog
Joined: Aug 5, 2009
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Posted: Dec 24, 2009 05:08 PM
Msg. 6 of 10
what happens if all the vehicles are driven out of the vehicle spawn areas and they havn't reset yet?
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killer kiwi
Joined: Feb 10, 2007
live and let die
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Posted: Dec 24, 2009 05:33 PM
Msg. 7 of 10
another way is to put a trigger volume over the spawn points for the players and when there is a player in that trigger spawn a vehicle at a flag beside it. I will work on a script for it in the next few days if you wish. (global boolean is_server false)
(script startup surv (begin (if (= (unit_get_health check_vehicle) 0.0) (begin (set is_server true) (object_destroy check_vehicle) ) ) ) )
(script continuous spawn (begin (if (= is_server true) (begin (if (= (volume_test_objects spawn1 (players)) true) (begin (object_teleport hog1 flag1) (object_set_facing hog1 flag1) (sleep_until (= (volume_test_objects spawn1 (players)) false) 10) ) ) (if (= (volume_test_objects spawn2 (players)) true) (begin (object_teleport hog2 flag2) (object_set_facing hog2 flag2) (sleep_until (= (volume_test_objects spawn2 (players)) false) 10) ) ) ) ) ) )
ok here is the start of the script. how to set it up. 1 put all of the vehicle spawn point in a place out of the road 2 put trigger volumes over the player spawn points. 3 put flags becide the spawn point for the players "not to close or you will kill the player" enjoy. There are many bugs with this script that i can see already. 1 if a player has the hog that gets teleported to position the player will go with it Can be solved just need more time 2 if a player is afk the hog will respawn to origonal spwn point. Can be solved just need more time If you can see anymore problumes please post Edited by killer kiwi on Dec 24, 2009 at 06:51 PM
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Vastanus neshtrog
Joined: Aug 5, 2009
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Posted: Dec 24, 2009 09:25 PM
Msg. 8 of 10
Actually, I'm not much of a mapper/modder/scripter. So i don't really know what you're talking about. :P I was just trying to solve a possible setback in a map request i was making. Here's the general gist:  The problem is, with gametypes like race, when player and vehicle spawn points are randomized, it would be impossible to get players to spawn in a tunnel with a vehicle all the time. Maybe this description will help weed out possible bugs. But yah, Please continue attempting the script... I'm sure it will help a lot.
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killer kiwi
Joined: Feb 10, 2007
live and let die
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Posted: Dec 25, 2009 04:26 AM
Msg. 9 of 10
ok I now know what you wont. It might well be possable to get this with race but it will take a bit of time.
check your pm messages Edited by killer kiwi on Dec 25, 2009 at 04:27 AM
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Dec 25, 2009 12:09 PM
Msg. 10 of 10
The race gamemode works by trying to place a vehicle at the closest race vehicle spawn to the player. You shouldn't need any scripting if you place your netgame flags properly.
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