A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »HELP] vehicles wont spawn even though there in globals

Author Topic: HELP] vehicles wont spawn even though there in globals (5 messages, Page 1 of 1)
Moderators: Dennis

Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Feb 27, 2010 05:02 PM    Msg. 1 of 5       
title says it all my vehics wont spawn even though I replaced the old ones in the globals. so help me please. :D


GoldeNTacO
Joined: Sep 27, 2009

Stout Shako for 2 Refined


Posted: Feb 27, 2010 08:33 PM    Msg. 2 of 5       
How many vehicles do you have in your globals?

Do you have them set as CTF/Slayer/Race etc. default and allowed?
Edited by GoldeNTacO on Feb 27, 2010 at 08:36 PM


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Feb 27, 2010 10:39 PM    Msg. 3 of 5       
i would actually suggest scripting the vehicles in, as doing so allows you to have more than 6 predefined custom vehicles, and it is usually foolproof (provided you script them in correctly). Replacing the vehicles in the globals can be rather risky because i have tried it once and almost ruined my globals file (if it weren't for an earlier backup i made).

try this:
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.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Feb 27, 2010 11:44 PM    Msg. 4 of 5       
Quote: --- Original message by: sargejohnson
Replacing the vehicles in the globals can be rather risky because i have tried it once and almost ruined my globals file (if it weren't for an earlier backup i made).


The scripting method does work fine, but if you don't need more than 6 different types of vehicles then you should never bother with the scripts. It's just too much hassle when you can just replace vehicles in the globals and let the game handle it.

And even if you do need more than 6 different types of vehicles, then the extra vehicles that aren't in the globals are the only ones you need to script in since the game will handle the ones that are in the globals.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Feb 27, 2010 11:49 PM    Msg. 5 of 5       
nvm I didnt enable them to spawn on ctf (bomb assault in my case) or slayer

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 5:25 PM 156 ms.
A Halo Maps Website