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Author Topic: avoiding the skybox flying through space (5 messages, Page 1 of 1)
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hoboscience
Joined: Apr 22, 2011


Posted: Apr 18, 2012 12:42 PM    Msg. 1 of 5       
I am having an annoying problem with my space map. I am constantly colliding with the skybox. I have worked out some ideas to overcome this with hundreds of vehicle teleports that warp the vehicles in opposite directions of the skybox. This works, however there are still some issues that are annoying me. Please help me with any ideas or solutions that can resolve some issues I'm listing below.

- Vehicles crashing into the skybox
- Vehicles being shot down and floating on the floor of the skybox
- Players dead corpses floating on the floor of the skybox
- Possible scripting ways to animate a vehicle to turn 180 degrees avoiding the skybox (cleaner than vehicle warping)


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Apr 19, 2012 12:15 AM    Msg. 2 of 5       
One thing you could do is make the skybox bigger than you want the playable area. Then use trigger volumes and scripts to make the extra area out of bounds and warn the player to return. However if this is a multiplayer map I'm not sure if that will have any issues.

As for the bodies, if there is no land to walk on you could always check the "Destroyed after dying" option. Alternatively, if the method for the first problem worked, you could extend the bottom of the skybox far enough that you cannot see anything and and block it off the same way.

Just some suggestions.


hoboscience
Joined: Apr 22, 2011


Posted: Apr 19, 2012 09:10 AM    Msg. 3 of 5       
Quote: Alternatively, if the method for the first problem worked, you could extend the bottom of the skybox far enough that you cannot see anything and and block it off the same way.


and it could be just that simple That would be nice
Anyone have an .hsc exacmple to script a killzone?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Apr 19, 2012 11:07 AM    Msg. 4 of 5       
Here this should work. I couldn't think of a simple way to apply it to all players at once without any drawbacks, so you'll have to repeat it for each player.

Just make a trigger volume that covers the playable area of the map. This script waits for the specified player to leave and if it does not return within 15 seconds, it is killed.

I haven't tested this script so you may need to debug it.

(script continuous kill_player0
(if
(!=
(volume_test_object volume_name
(unit (list_get (players) 0))
)
1)
(sleep 450)
)
(if
(!=
(volume_test_object volume_name
(unit (list_get (players) 0))
)
1)
(unit_kill
(unit (list_get (players) 0))
)
)
)


And for people like me who actually read scripts easier when they're in as few lines as possible:

(script continuous kill_player0
(if (!= (volume_test_object volume_name (unit (list_get (players) 0))) 1) (sleep 450))
(if (!= (volume_test_object volume_name (unit (list_get (players) 0)) )1) (unit_kill (unit (list_get (players) 0))))
)


I should also note that this will not warn the player when they leave the area, it will only kill them if they do not return. You will probably need to come up with some other method for that.


hoboscience
Joined: Apr 22, 2011


Posted: Apr 19, 2012 11:38 AM    Msg. 5 of 5       
This is great...I'll test it out tonight. Just to make sure I'm understanding this right...I'll need to script each player IE kill_player0 through kill_player15 right?

It's a shame there is no way of the player knowing they are in a danger zone.....could it be possible to script a soundloop..."hey! turn around dummy!"

 

 
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