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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Various questions

Author Topic: Various questions (12 messages, Page 1 of 1)
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austen1000
Joined: Sep 4, 2012


Posted: Sep 8, 2012 05:03 PM    Msg. 1 of 12       
Hey. First of all, I was wondering how can get every AI actor to fight each other and you like on this map:

http://hce.halomaps.org/index.cfm?fid=5966


austen1000
Joined: Sep 4, 2012


Posted: Sep 8, 2012 05:32 PM    Msg. 2 of 12       
Alright, Another thing is how do you get custom vehicles into a map without replacing stock ones or using scripts? I've seen Extinction with 14 vehicles including stock ones, so, I know its possible to get more vehicles into the map. But, I rather do it some other way before resorting to scripts.


austen1000
Joined: Sep 4, 2012


Posted: Sep 8, 2012 05:39 PM    Msg. 3 of 12       
Would adding them to the globals work? I saw a section related to vehicles and it looked like you could add more, but, I'm not sure.


austen1000
Joined: Sep 4, 2012


Posted: Sep 8, 2012 05:50 PM    Msg. 4 of 12       
Do you happen to know what the script would have to look like, or a tutorial/bible which goes into detail? A tutorial I got for adding custom vehicles didn't go deep into it, so, I was having trouble with it. Also, I can't seem to find a way to define where the script plays on the map in Sapien.


austen1000
Joined: Sep 4, 2012


Posted: Sep 8, 2012 06:08 PM    Msg. 5 of 12       
Alrighty. Thanks for the tip. Back to the AI. Are firing positions needed to get them to fight? I've seen to different tutorials, one says to place them everywhere, and the other doesn't even mention them, so, I'm just a little confused.


austen1000
Joined: Sep 4, 2012


Posted: Sep 8, 2012 06:25 PM    Msg. 6 of 12       
Isn't that what move positions are for? Or are those just for moving outside of combat?
Edited by austen1000 on Sep 8, 2012 at 07:28 PM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Sep 9, 2012 12:49 AM    Msg. 7 of 12       
Yes, outside of combat (when they don't see something hostile).


austen1000
Joined: Sep 4, 2012


Posted: Sep 9, 2012 12:36 PM    Msg. 8 of 12       
Alright, thank you for clearing that up. Now, when it comes to assigning AI to teams, which team is red and whcih team is blue? Or is assigning them to those teams a script thing?


nihao123456ftw
Joined: Mar 24, 2012


Posted: Sep 9, 2012 10:13 PM    Msg. 9 of 12       
0 is default by unit for single player maps/red team for multiplayer maps

I forgot what 1 is for single player but it is blue team for multiplayer maps

here's kirby's theory on how to spawn more custom vehicles (part of my post on scripting thread)

Quote: --- Original message by: nihao123456ftw

I'm not a very good scripter but here's what I got:

I owe all credit to kirby for theorising this script:

  • Give all your vehicles names

  • Place a big trigger volume around the first vehicle you placed on the map, but make sure it doesn't go over any other vehicle spawn points besides the first one



(script startup vehicle_spawn
(if
(!= (unit_get_health {any vehicle from the first to sixth vehicle in the list of vehicles in sapien}) -1.00)
(begin
(object_create_anew {vehicle 1})
(object_create_anew {vehicle 2})
(object_create_anew {vehicle 3});;repeat this object_create_anew pattern for all your vehicles

;;After the vehicles respawn for some odd reason they respawn on the first vehicle you placed in the list. To counter this, use this script. Fill vehicle slots only with vehicles after the 6th vehicle

Quote: (script continuous vehicle_respawn
(if
(= (volume_test_object {name of trigger volume around first vehicle} {name of vehicle}) true)
(object_create_anew {name of vehicle})
)
(if
(= (volume_test_object {name of trigger volume around first vehicle} {name of another vehicle}) true)
(object_create_anew {name of another vehicle})
)
(if
(= (volume_test_object {name of trigger volume around first vehicle} {name of yet another vehicle}) true)
(object_create_anew {name of yet another vehicle})
)
;;repeat this pattern for all vehicles besides the first 6 vehicles
)


Edited by nihao123456ftw on Sep 9, 2012 at 10:18 PM


austen1000
Joined: Sep 4, 2012


Posted: Sep 13, 2012 10:15 PM    Msg. 10 of 12       
Alright, thank you for that. I was having some internet troubles, so, thats why I took awhile to respond. How do you make it so you pick up weapons (or things labeled as weapons) in the third slot, like the Bubble Shield on most maps?
Edited by austen1000 on Sep 13, 2012 at 10:16 PM


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Sep 14, 2012 10:45 AM    Msg. 11 of 12       
Checking the "must be picked up" flag.


austen1000
Joined: Sep 4, 2012


Posted: Sep 15, 2012 06:22 PM    Msg. 12 of 12       
Checking the "Must pick up" flag didn't seem to do it. It still required that the item must be picked up and it took up a weapon slot, from when I tested it. However, checking the "Doesn't count towards maximum" did. Did I do something wrong or are both of these flags supposed to be checked? I plan on having multiple types of equipment that go into the third slot (Bubble Shields, portable turrets, and other things of the like). I also don't want them to stack and have multiple equipment pieces at the same time. I also want these equipment pieces to be swapped out for another, but, not for weapons, if that's possible. Also, does anyone know where to get the portable plasma turret, like the one found on a10av2?

 

 
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