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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Hud Timer

Author Topic: Hud Timer (5 messages, Page 1 of 1)
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Spartan717
Joined: Jul 14, 2012


Posted: Jul 14, 2012 09:01 AM    Msg. 1 of 5       
I am having difficulties implementing a HUD timer to my SP map. Keep in mind this will be my first Halo CE map so I'm pretty bad.

The script is as follows

(script dormant jet_time
(sleep_until (= (hud_get_timer_ticks)0))
(game_lost)

Its woken by another script ofc, and activates, but when it reaches 00 nothing happens. Also could someone tell me how to remove the timer once a certain wraith has been destroyed. I haven't been able to test this but I was thinking along the lines of this:

(script startup destroywraith
(sleep_until (= (unit_get_health wraith) 0))
("something goes here to stop Hud timer?")
)

Please help


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 16, 2012 04:52 PM    Msg. 2 of 5       
Try this:

(script dormant jet_time
(sleep_until (< (hud_get_timer_ticks) 0.1))
(game_lost)
)

(script startup destroywraith
(sleep_until (= (unit_get_health wraith) 0))
(pause_hud_timer true)
(show_hud_timer false)
)


Spartan717
Joined: Jul 14, 2012


Posted: Jul 17, 2012 12:56 AM    Msg. 3 of 5       
I tried it and it gave me 0.1 is not a valid integer. So I changed it to 1. This worked so when the timer runs out the game resets back to the last checkpoint. Unfortunately, when the wraith is destroyed it resets also. I'm not sure what went wrong.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Jul 18, 2012 06:50 PM    Msg. 4 of 5       
(show_hud_timer false) is probably resetting the time to 0 for some reason. You might have to find a way to bypass that.


Spartan717
Joined: Jul 14, 2012


Posted: Jul 22, 2012 10:38 PM    Msg. 5 of 5       
So basicly, by removing the HUD timer, it sets it to zero. I guess that idea can't continue. Also, does anyone know how to make a vehicle unexitable by the player? Not entirely sure of the script for this but I wanted to still allow the player to fire his weapons within the vehicle, despite being unable to exit.

 

 
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