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 General Discussion »Questions about a new map

Author Topic: Questions about a new map (12 messages, Page 1 of 1)
Moderators: Dennis

GoldeNTacO
Joined: Sep 27, 2009

Stout Shako for 2 Refined


Posted: Mar 28, 2011 04:00 PM    Msg. 1 of 12       
Hey guys, haven't been here in a while. Anyway, I have some questions about a map I'm thinking about making.

Is there a way to, instead of saying "(Team) has the flag" to everyone, say "We have the flag" to one team and "The enemy has the flag" to the other, "Victory" to one team and "You've failed" to the other?

Is it possible to make weapons change your movement speed? For example, the shotgun makes you move fast, and the rocket launcher makes you move slowly.

How can I keep players from entering the enemy's spawn area? Say, an invisible wall that only one team can pass through.

There's an area in the middle of the map where I plan to have water. The bases may end up being below the water plane. How can I keep water out of the bases?

Can I make it so that players can use their weapons while they have the flag?

How can I keep players from dropping their weapons when they die?
Edited by GoldeNTacO on Mar 28, 2011 at 05:24 PM


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Mar 28, 2011 04:18 PM    Msg. 2 of 12       
For the keeping players from entering a spawn area you could try making just a one sided plane.

Not sure if it will work in game but in practice I have seen this work in other game engines where the Collision blocks with it's Normal. So if a player runs through the back side of the plane they pass through it but trying to return they'd hit the Normal/Collision.


Alberto
Joined: Mar 6, 2011

Disillusioned by the internet. Getting a life..


Posted: Mar 28, 2011 05:06 PM    Msg. 3 of 12       
.
Edited by Alberto on Mar 28, 2011 at 05:08 PM


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 28, 2011 07:04 PM    Msg. 4 of 12       
For the flag problem, I believe you can find a checkbox in the flag's weapon tag that says "must be readied". Uncheck that, and you should be able to cycle through it like any other weapon. That's the only solution I can think of. Also, Yak's solution with the one sided plane will definitely work, I've done it before (albeit by accident, but whatever :P)

For the weapon movement speed, I believe there is a box in the weapon tag that is "movement penalty" but I heard someone say it doesn't do anything. I've never tried it, but it's worth a shot.

If you want to keep water out of the bases, you can just bend the water plane. (so it's like an upside down U with the center of the U being where the water is in the middle, then it slopes down once it reaches the bases. However, you will not be able to put fog under the water plane if it is bent. The plane must be completely flat in order to have fog appear underneath the water.

I know you can detect what weapon the player is carrying in single player, but I dunno about multiplayer. You could definitely detect what weapon a player is carrying and then spawn it at a certain point, but you wouldn't be able to control where the player spawns next. Plus, I wouldn't know how to tell the script when to check what weapons are being carried. Maybe when the player's health = 0, you could check, then based on that, spawn the appropriate weapons. But then you still have the problem of figuring out where the player spawns.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 28, 2011 07:14 PM    Msg. 5 of 12       
Mp player spawns, mp flag positions, and mp teams are next to impossible to script. Sorry.


GoldeNTacO
Joined: Sep 27, 2009

Stout Shako for 2 Refined


Posted: Mar 28, 2011 07:50 PM    Msg. 6 of 12       
Quote: --- Original message by: UnevenElefant5
I know you can detect what weapon the player is carrying in single player, but I dunno about multiplayer. You could definitely detect what weapon a player is carrying and then spawn it at a certain point, but you wouldn't be able to control where the player spawns next. Plus, I wouldn't know how to tell the script when to check what weapons are being carried. Maybe when the player's health = 0, you could check, then based on that, spawn the appropriate weapons. But then you still have the problem of figuring out where the player spawns.
I'm not sure which question you're answering there.


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Mar 28, 2011 08:04 PM    Msg. 7 of 12       
For the weapon speed movement, I know in the item_collection tag there is a thing that says "weight" I always just set it to 100. I don't know if setting that up or down will really do anything about movement speed, but it's worth a try.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 28, 2011 08:42 PM    Msg. 8 of 12       
@TacO:
I was answering the question about having players retain their weapons after death.


GoldeNTacO
Joined: Sep 27, 2009

Stout Shako for 2 Refined


Posted: Mar 28, 2011 08:55 PM    Msg. 9 of 12       
Quote: --- Original message by: UnevenElefant5
@TacO:
I was answering the question about having players retain their weapons after death.
No, I don't want players to keep their weapons when they die. I just don't want them to drop when they die. I plan to use a loadout-like weapons system, so I don't want players picking up weapons from dead players.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Mar 28, 2011 09:17 PM    Msg. 10 of 12       
Quote: --- Original message by: Xoronatus
For the weapon speed movement, I know in the item_collection tag there is a thing that says "weight" I always just set it to 100. I don't know if setting that up or down will really do anything about movement speed, but it's worth a try.
That weight is for when you set up the item collection to randomly spawn one of several weapons. The more the weight, th more likely that that weapon will spawn from that collection compared to the other weapon's weights in the list.

I've been trying to get that movement penalty thing to work, and I can't. Doesn't seem to do anything.

You can set all weapons to detonate when dropped. There is a flag in the weapon tag for that, and you need to specify an effect to spawn upon detonation. Doesn't have to be anything fancy, just use an empty trigger effect or something.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 28, 2011 10:28 PM    Msg. 11 of 12       
Quote: --- Original message by: GoldeNTacO
Quote: --- Original message by: UnevenElefant5
@TacO:
I was answering the question about having players retain their weapons after death.
No, I don't want players to keep their weapons when they die. I just don't want them to drop when they die. I plan to use a loadout-like weapons system, so I don't want players picking up weapons from dead players.

OHHH, sorry, I totally misread that :P.
But yeah, that's totally possible.
There's a flag in the weapon tag that destroys weapons when dropped (it's used on the energy sword)
E: It's in the $$$WEAPON$$$ section "detonates when dropped"
Edited by UnevenElefant5 on Mar 28, 2011 at 10:29 PM


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Mar 28, 2011 10:43 PM    Msg. 12 of 12       
Quote: That weight is for when you set up the item collection to randomly spawn one of several weapons.


Yeah, I figured it would be something like that.
Edited by Xoronatus on Mar 28, 2011 at 10:46 PM

 

 
Previous Older Thread    Next newer Thread







Time: Sat January 21, 2023 1:30 AM 281 ms.
A Halo Maps Website