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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »using trigger volumes to create a killbox_ is it possable

Author Topic: using trigger volumes to create a killbox_ is it possable (17 messages, Page 1 of 1)
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killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 13, 2011 11:34 AM    Msg. 1 of 17       
i was wanting to find out if you can constrain the player to a certian area by using trigger volumes, i have just started looking into them and decided to try to use them for once


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Nov 13, 2011 12:19 PM    Msg. 2 of 17       
You can use trigger volumes to create killboxes - but it will be an instant death if they walk in. It's not a soft kill barrier like in Reach.

If you want the script to go with killboxes, let us know. Someone here will post it (as I need to search for the USB that holds all of my scripts :x).


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 13, 2011 02:55 PM    Msg. 3 of 17       
I thought soft barriers were possible with delayed timing in the script?


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Nov 13, 2011 03:05 PM    Msg. 4 of 17       
hey thanks for the help

oh and one other thing will it kill ai also

could someone post the script and ill try your idea on the soft barriers qwerty
Edited by killzone64 on Nov 13, 2011 at 03:06 PM
Edited by killzone64 on Nov 13, 2011 at 03:08 PM


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Nov 13, 2011 03:23 PM    Msg. 5 of 17       
(script static unit player0
(unit (list_get (players) 0))
)

(script continuous killPlayerAndAI
(if (volume_test_objects myTriggerVolume (player0))
(unit_kill (player0))
)
(if (volume_test_objects myTriggerVolume (unit (list_get (ai_actors my_encounter/my_squad) 0)))
(unit_kill (unit (list_get (ai_actors my_encounter/my_squad) 0)))
)
)

This script will kill the player and the zero'th actor in your squad, you can expand it to include all the ai in a squad obviously. There may be basic syntax errors in the commands here since I'm doing this off the top of my head, but the principle should be clear enough.

That's for hard kill barriers, I'm a bit too lazy to type up the soft kill barrier thing, you can look up my old b40_firefight script though, it has a soft kill barrier in it.


jawa
Joined: Jun 26, 2011

Utinni!


Posted: Nov 13, 2011 03:50 PM    Msg. 6 of 17       
If you wanted it to just damage you so you can't go passed the barrier too far before you die, could you not just do somthing like this?

(script continuous outofbounds
(begin
(sleep_until (volume_test_objects trig1 (players)) 0)
(damage_new "weapons\damage.damage_effect" "(list_get (players) 0))")
(sleep 100)


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Nov 15, 2011 11:10 PM    Msg. 7 of 17       
Just to contribute:

(script continuous death
(if (= (volume_test_object death1 (unit (list_get (players) 0))) true) (unit_set_current_vitality (unit (list_get (players) 0)) 0.01 0.01))
)

Simple script which i have tested and it works


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Nov 17, 2011 07:35 AM    Msg. 8 of 17       
It's the exact same thing...


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Nov 17, 2011 09:29 AM    Msg. 9 of 17       
Bad time and place for a joke...


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 21, 2011 08:11 PM    Msg. 10 of 17       
Quote: --- Original message by: qwertyuiop15
It was a joke, referring to his username.



Look at your posts on your profile in each topic, I am disssssappoint.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 23, 2011 07:23 PM    Msg. 11 of 17       
Quote: --- Original message by: qwertyuiop15
Look at your face, I am disssssappoint.


/facepalm


XlzQwerty1
Joined: Aug 6, 2009


Posted: Nov 24, 2011 08:36 PM    Msg. 12 of 17       
idgi


50predator50
Joined: Nov 4, 2010


Posted: Nov 25, 2011 04:03 AM    Msg. 13 of 17       
I hit myself in the face with a sledge hammer. Feel a little dizzy.


50predator50
Joined: Nov 4, 2010


Posted: Nov 25, 2011 04:08 AM    Msg. 14 of 17       
Quote: --- Original message by: qwertyuiop15
Whack yourself again with it. This will hit the dizziness out of you.


Didn't work, but now my nose is bleeding a little.


test01
Joined: Sep 29, 2011


Posted: Nov 25, 2011 06:34 AM    Msg. 15 of 17       
I tried to create something similar to the kill barrier on halo reach, but it doesn't work quite well. When you step out of the trigger volume nothing happens but your screen is just completely red and i'm too novice to know how i should fix it (i don't really know how to write scripts in lines either... oh well, spaces work the same anyways).

(script continuous kz1 (sleep_until (= (volume_test_object kz1 (unit (list_get (players) 0))) true) 10) (fade_out 1 0 0 200) (sleep 170) (sleep_until (= (volume_test_object kz1 (unit (list_get (players) 0))) true) 10) (unit_kill (unit (list_get (players) 0))) (fade_in 0 0 0 5))


EDIT:: after reading a few things in my hs_doc i might have learnt a few useful commands that could help me get this script working perfectly, but it's still a longshot for someone as novice as me at scripting so i think a lot of other people could do it better.
Edited by test01 on Nov 25, 2011 at 06:36 AM


50predator50
Joined: Nov 4, 2010


Posted: Nov 27, 2011 07:44 AM    Msg. 16 of 17       
Quote: --- Original message by: test01

I tried to create something similar to the kill barrier on halo reach, but it doesn't work quite well. When you step out of the trigger volume nothing happens but your screen is just completely red and i'm too novice to know how i should fix it (i don't really know how to write scripts in lines either... oh well, spaces work the same anyways).

(script continuous kz1 (sleep_until (= (volume_test_object kz1 (unit (list_get (players) 0))) true) 10) (fade_out 1 0 0 200) (sleep 170) (sleep_until (= (volume_test_object kz1 (unit (list_get (players) 0))) true) 10) (unit_kill (unit (list_get (players) 0))) (fade_in 0 0 0 5))


EDIT:: after reading a few things in my hs_doc i might have learnt a few useful commands that could help me get this script working perfectly, but it's still a longshot for someone as novice as me at scripting so i think a lot of other people could do it better.
Edited by test01 on Nov 25, 2011 at 06:36 AM


Gamma927 had a soft kill barrier on his portent firefight map, download the script extractor from this site and then use it to get the script from his map, then try to find the way he did it. There is probably a much faster way but oh well.


hoboscience
Joined: Apr 22, 2011


Posted: Dec 4, 2011 03:45 PM    Msg. 17 of 17       
How would I edit this script if it's specifically multiplayer. I'm working with a space map and I would like to have soft killzones around the perimeter of the map instead of the players smashing into the skybox.

 

 
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