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Author Topic: LMT observatory(wip) (10 messages, Page 1 of 1)
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LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 21, 2010 01:28 PM    Msg. 1 of 10       
i am working on a mod of observatory map but i have the trouble when i put the vehicles they dont appear on the map anyone can help to finish this problem


Nametaker40
Joined: Sep 1, 2009


Posted: Feb 21, 2010 02:25 PM    Msg. 2 of 10       
Edit your globals tag so that the vehicles you placed are the ones in your globals tag.


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 21, 2010 02:26 PM    Msg. 3 of 10       
yeah i know but i do it and when a make the map the vehicles dont appear (just appear if you are using the halo ce trainer 3 )


Ninjadude
Joined: Jun 22, 2008


Posted: Feb 21, 2010 02:32 PM    Msg. 4 of 10       
Quote: --- Original message by: LMT Heretic
yeah i know but i do it and when a make the map the vehicles dont appear (just appear if you are using the halo ce trainer 3 )

Do you mean using Dev commands?


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 21, 2010 02:33 PM    Msg. 5 of 10       
just for test my maps


sos
Joined: Aug 8, 2008

Getting my legal team, brb


Posted: Feb 21, 2010 02:53 PM    Msg. 6 of 10       
LOL this happens to me.
Ok when you place the vehicle in sapien.
Go into properties and scrool down untill you see all the check boxes.
Check:
slayer default
CTF default
And so on.
and make sure to tick:
Slayer allowed
Ctf allowed.
ETC.
Hope this helps.


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 21, 2010 02:59 PM    Msg. 7 of 10       
sos you are a good partner do you want to be on lmt team please


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Feb 22, 2010 01:35 AM    Msg. 8 of 10       
if you put the vehicles in the globals and they still dont appear, then you may have to script them in.
here it is:
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.


Edited by sargejohnson on Feb 23, 2010 at 07:47 AM


LMT Heretic
Joined: Feb 18, 2010

There are mysteries, that should remain hidden...


Posted: Feb 23, 2010 05:50 PM    Msg. 9 of 10       
its possible give more memory to the tool.exe to make maps more larger
?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 23, 2010 06:30 PM    Msg. 10 of 10       
MP maps have a limit of 128 mb, which can be overridden with tool pro. SP maps are limited by the size of their BSPs, and this limit cannot be overridden without at least some chance of an exception.

Edit: Deary me, did I really say "overwritten"? I'm really out of it today.
Edited by Gamma927 on Feb 23, 2010 at 06:34 PM

 

 
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