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Author Topic: gennerator defense in my ce.. no way (85 messages, Page 2 of 3)
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Torih315
Joined: May 9, 2010

Nice night for a walk.


Posted: Sep 1, 2010 12:34 AM    Msg. 36 of 85       
Thanks, I'm full of ideas for this game :P

Anyway I have no idea what the script would look like...and what I meant at the end was that if the attacking team hasn't destroyed all the generators then the defending team would win...just like in the real game...

I'll explain better if someone still doesn't get it but I'm in a hurry right now...(woot...freshmen year....agian....)


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 1, 2010 09:23 AM    Msg. 37 of 85       
Quote: --- Original message by: Torih315
Thanks, I'm full of ideas for this game :P

Anyway I have no idea what the script would look like...and what I meant at the end was that if the attacking team hasn't destroyed all the generators then the defending team would win...just like in the real game...

I'll explain better if someone still doesn't get it but I'm in a hurry right now...(woot...freshmen year....agian....)
(In this example, assume blue is defending generators)
Have the flags where nobody can get them. Because they have navpoints on them, I suggest you put them under generators.
Script for team navpoints: red team has navs on the two generators the don't have the flag under them. Same for blue, but with the red flag.
That's the script for navpoints.

Then, you need a team-finding script. I suggest you use mine, where you have red team spawn points have trigger volumes over them.

Once a generator is destroyed, teleport a spawned red player to the blue flag, and then to the red flag, and back to the blue flag (because it might be on assault gametype), and then back to a spawn point.

Once the game timer is over, teleport a spawned blue player to the red flag, and then to the blue flag, and back to the red flag (because it might be on assault gametype), and then back to a spawn point.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 1, 2010 12:35 PM    Msg. 38 of 85       
that sounds really complicated yet really simple. and a little retarded. lol.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 1, 2010 12:55 PM    Msg. 39 of 85       
Quote: --- Original message by: darkassassin14
that sounds really complicated yet really simple. and a little retarded. lol.

I'll bet you do feel a little retarded.
oooooooh!


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 1, 2010 01:09 PM    Msg. 40 of 85       
i said a little retarded because i pictured someone teleporting back and forth. but then i realized that it would happen instantly. gosh you don't have to be so defensive. i wasn't attacking your idea. i was more like poking fun at it. it's a great idea actually.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 1, 2010 04:54 PM    Msg. 41 of 85       
Quote: --- Original message by: ASP_GRUNTS

Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Torih315
Thanks, I'm full of ideas for this game :P

Anyway I have no idea what the script would look like...and what I meant at the end was that if the attacking team hasn't destroyed all the generators then the defending team would win...just like in the real game...

I'll explain better if someone still doesn't get it but I'm in a hurry right now...(woot...freshmen year....agian....)
(In this example, assume blue is defending generators)
Have the flags where nobody can get them. Because they have navpoints on them, I suggest you put them under generators.
Script for team navpoints: red team has navs on the two generators the don't have the flag under them. Same for blue, but with the red flag.
That's the script for navpoints.

Then, you need a team-finding script. I suggest you use mine, where you have red team spawn points have trigger volumes over them.

Once a generator is destroyed, teleport a spawned red player to the blue flag, and then to the red flag, and back to the blue flag (because it might be on assault gametype), and then back to a spawn point.

Once the game timer is over, teleport a spawned blue player to the red flag, and then to the blue flag, and back to the red flag (because it might be on assault gametype), and then back to a spawn point.

Any idea how you're going to figure out who destroyed the generators, or are you just going to pick a random player?
Edited by ASP_GRUNTS on Sep 1, 2010 at 03:51 PM

I think it's only fair/possible for a random player to be chosen.
I've been trying out a who-killed-who script for Standoff. It doesn't work 100%, or even 70%.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 1, 2010 06:01 PM    Msg. 42 of 85       
yea that would be nice.


catinthemafia
Joined: Jun 8, 2009

the worlds hatred creates the next kkk


Posted: Sep 1, 2010 07:01 PM    Msg. 43 of 85       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: catinthemafia
Quote: --- Original message by: Advancebo
make the generator a biped, duh.
how about you make the generator a bomb plant spot with a health bar when the health goes to 0 the bomb spawns and blows up the generator

There is no such thing as a "bomb" in Halo CE.


Quote: --- Original message by: Hydrogen
generator defender is a fire fight mode :P

any ways i could model the generator and destroyed anyone got refs?


anyone can model a cylinder.
ok then how about a vehicle that turns invincible when entered then it kicks out the driver at 30 sec.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 1, 2010 09:01 PM    Msg. 44 of 85       
Quote: --- Original message by: ASP_GRUNTS
How did you attempt it? Maybe I can help you.
A system of who's looking at who with what weapon and what triggers. Grenades didn't work and there could be plenty of glitches.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 2, 2010 01:37 AM    Msg. 45 of 85       
yea that who's looking at who is what marines use to trigger the "can you point that somewhere else?" speech.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 2, 2010 01:38 AM    Msg. 46 of 85       
No it isn't. Dialog uses a separate system.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 2, 2010 01:44 AM    Msg. 47 of 85       
then how do they know ur looking at them? and maybe you could... nvr mind it was stupid.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 2, 2010 02:16 AM    Msg. 48 of 85       
It's coded into the engine. Though he was checking who was looking at it, he did so by scripts rather than the engine's dialog base.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Sep 3, 2010 06:16 PM    Msg. 49 of 85       
:P when its destroyed u could have a scripted effect that plays the sound Generator has been destroyed


catinthemafia
Joined: Jun 8, 2009

the worlds hatred creates the next kkk


Posted: Sep 3, 2010 07:29 PM    Msg. 50 of 85       
Quote: --- Original message by: Hydrogen
:P when its destroyed u could have a scripted effect that plays the sound Generator has been destroyed
very nice yes very nice


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Sep 3, 2010 07:42 PM    Msg. 51 of 85       
Quote: --- Original message by: catinthemafia
Quote: --- Original message by: Hydrogen
:P when its destroyed u could have a scripted effect that plays the sound Generator has been destroyed
very nice yes very nice


fail image?


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 3, 2010 10:42 PM    Msg. 52 of 85       
what about a trigger around the generator and then have a script that gets the players name when the generator is destroyed? would that work?


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 3, 2010 10:50 PM    Msg. 53 of 85       
Quote: --- Original message by: darkassassin14
what about a trigger around the generator and then have a script that gets the players name when the generator is destroyed? would that work?

uh... wha?

Just have a vehicle that takes damage and is destructible. When it dies, certain team gets a point, and then the characters switch sides. I remember chrisk something was telling me this was all possible; He got the entire script set up for me at one point but we never went and tested it.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Sep 4, 2010 03:01 AM    Msg. 54 of 85       
Quote: --- Original message by: Higuy
Quote: --- Original message by: darkassassin14
what about a trigger around the generator and then have a script that gets the players name when the generator is destroyed? would that work?

uh... wha?

Just have a vehicle that takes damage and is destructible. When it dies, certain team gets a point, and then the characters switch sides. I remember chrisk something was telling me this was all possible; He got the entire script set up for me at one point but we never went and tested it.


Thats what i was thinking but destructable vehicles dont sync. there health dosnt any way. like you could join shoot a rocket at the Generator then 5 mins later a new guy comes in and shoots a rocket too but on his screen the Generator still has full health but on your has half and blows up.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Sep 4, 2010 03:32 AM    Msg. 55 of 85       
i got the vehic sync script from hugeass\coldsnap\zteam h2 sancturay so i think it will work


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 4, 2010 10:31 AM    Msg. 56 of 85       
Quote: --- Original message by: IcePhoenix
doesn't it just involve making the vehicle disappear and spawn its destroyed permutation or something?
Yes, do this. And use biped squish. It's the only real way.
As for being able to tell who destroyed the generator, I don't think there's any real way. I never tried my script with rockets.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 4, 2010 11:22 AM    Msg. 57 of 85       
wat about the trigger idea? no one told me if that would work.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Sep 4, 2010 03:30 PM    Msg. 58 of 85       
Quote: --- Original message by: ASP_GRUNTS
Quote: --- Original message by: darkassassin14
wat about the trigger idea? no one told me if that would work.

It won't work. What if there are 2 people in the trigger volume around the generator at the same time when it is destroyed. Also, what if someone destroyed the generator from outside the trigger volume?


o.O its grunts

anyways grunts is right they can snipe it across the map alot


Hs_crozzhair
Joined: May 8, 2010


Posted: Sep 4, 2010 06:11 PM    Msg. 59 of 85       
Quote: --- Original message by: Advancebo
make the generator a biped, duh.

I would like a map with that deing the players biped o.o


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 4, 2010 10:55 PM    Msg. 60 of 85       
lol that's a good idea but yea i wouldn't wanna be a generator lol.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 5, 2010 12:30 AM    Msg. 61 of 85       
What if you have only one or two players in the server, as is custom these days?


Torih315
Joined: May 9, 2010

Nice night for a walk.


Posted: Sep 5, 2010 03:28 AM    Msg. 62 of 85       
Players being the generator...
Vehicle positions sync right? Then why not just make the generator teleport under the map...
A script would check if it was destroyed and then keep it under the map...so if a new player joins it simply wouldn't be there to shoot at...

Ps. I'm working on the generator model.

Bleh...just did a LAN test on a bloodgulch mutation...
Vehicle health seems to sync, but the status of the health is only displayed for the host...destroyed permutation of the vehicle is there if new player joins...
I don't know if this is just on LAN but this means the generator can be set to single spawn...
The script mentioned above should still be used as backup.

Edited by Torih315 on Sep 5, 2010 at 03:31 AM
Edited by Torih315 on Sep 5, 2010 at 04:13 AM


Torih315
Joined: May 9, 2010

Nice night for a walk.


Posted: Sep 5, 2010 11:34 AM    Msg. 63 of 85       
Just brainstorming :p
...There is a bunch of ways to do it, I'm simply stating the ones that would work most efficiently and are easier to get in game.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Sep 5, 2010 11:39 AM    Msg. 64 of 85       
Quote: --- Original message by: ASP_GRUNTS
Lol, guys, the generator isn't a problem. There are ways of syncing it. You can post more ideas on how to do it for your own pleasure, but just know that it really isn't helping to solve a problem, because really, the problem doesn't exist.


this.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 5, 2010 01:03 PM    Msg. 65 of 85       
The easiest way to sync it, and the easiest way to do it is to use a biped crush script.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 5, 2010 09:30 PM    Msg. 66 of 85       
biped crush? what's that?


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 5, 2010 11:04 PM    Msg. 67 of 85       
Quote: --- Original message by: darkassassin14
biped crush? what's that?

If biped is dead, then something works. It's a script that detects biped health I think.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 6, 2010 11:29 AM    Msg. 68 of 85       
well that wouldn't help the "who destroyed the generator?" dilemma. unless you can get the players name from a projectile.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 6, 2010 11:42 AM    Msg. 69 of 85       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: darkassassin14
biped crush? what's that?

If biped is dead, then something works. It's a script that detects biped health I think.

No. It's a way to sync booleans over the internet. Normal variables aren't transferred to joining players. Biped health doesn't sync either, unless all the players were in the game initially. In order to sync this, if the host teleports a vehicle over a biped, the biped would die. On client computeres, the biped would also be dead, because vehicle positions sync.


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 6, 2010 12:43 PM    Msg. 70 of 85       
yea that's perfect. but wat about the "who destroyed what" thing?

 
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