
Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jul 29, 2015 08:34 PM
Msg. 1 of 5
To the Halomaps Community;
Hey guys, I'm still struggling to get the Scarab working, and having extreme difficulties with other things too.
Right now my focus is getting the Scarab to operate correctly, and so far this video shows the closest thing I have to making progress anywhere: https://www.dropbox.com/s/csoy2s2il7dlgn4/The%20issue%20presentation.zip?dl=0
Here's the script I've been using;
(global object base NONE) (global object turret NONE) (global object base2 NONE) (global object turret2 NONE) (global object base3 NONE) (global object turret3 NONE) (global object base4 NONE) (global object turret4 NONE) (global object base5 NONE) (global object turret5 NONE) (global object base6 NONE) (global object turret6 NONE) (global short number 0) ;(global boolean stuff false) ;(global boolean stuff_2 false) ;(global short stuff_num 0) (script static unit player (unit (player_data_get_object number slave_unit))) (script static unit player0 (unit (list_get (players) 0))) (global boolean proceed false) (script static void host_hooking (set proceed false) (sleep_until (begin (objects_attach base "hooking" (player) "") (objects_detach base (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret "hooking" (player) "") (objects_detach turret (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base2 "hooking" (player) "") (objects_detach base2 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret2 "hooking" (player) "") (objects_detach turret2 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base3 "hooking" (player) "") (objects_detach base3 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret3 "hooking" (player) "") (objects_detach turret3 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base4 "hooking" (player) "") (objects_detach base4 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret4 "hooking" (player) "") (objects_detach turret4 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base5 "hooking" (player) "") (objects_detach base5 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret5 "hooking" (player) "") (objects_detach turret5 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach base6 "hooking" (player) "") (objects_detach base6 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) (sleep_until (begin (objects_attach turret6 "hooking" (player) "") (objects_detach turret6 (player)) (object_data_set_real (player) transitional_velocity z 0) (= proceed true) ) 0) (set proceed false) ) (script continuous respawn (if (volume_test_object respawn_vol (player)) (begin (if (= (player_data_get_integer number deaths) 0) (begin (object_teleport (player) start2) (sleep 20) (host_hooking) )) (object_teleport (player) start) )) (if (< number (list_count (players))) (set number (+ number 1)) (set number 0)) ) (global object obj_1 NONE) (global object obj_2 NONE) (script static void sync_loc (object_data_save_vector obj_1 position 0) (object_data_set_vector obj_2 position 0) (object_data_save_vector obj_1 forward 0) (object_data_set_vector obj_2 forward 0) (object_data_save_vector obj_1 up 0) (object_data_set_vector obj_2 up 0) ) (script continuous stand2 (objects_attach base "centering" body_glue "") (objects_detach base body_glue) (set obj_1 body_glue) (set obj_2 b) (sync_loc)
(objects_attach base "scarab gun" turret_glue "") (objects_detach base turret_glue) (set obj_1 turret_glue) (set obj_2 turret) (sync_loc)
(objects_attach b "left door" ld_glue "") (objects_detach b ld_glue) (set obj_1 ld_glue) (set obj_2 ld) (sync_loc)
(objects_attach b "right door" rd_glue "") (objects_detach b rd_glue) (set obj_1 rd_glue) (set obj_2 rd) (sync_loc)
(objects_attach base2 "centering" body_glue "") (objects_detach base2 body_glue) (set obj_1 body_glue) (set obj_2 b2) (sync_loc)
(objects_attach base2 "scarab gun" turret_glue "") (objects_detach base2 turret_glue) (set obj_1 turret_glue) (set obj_2 turret2) (sync_loc)
(objects_attach b2 "left door" ld_glue "") (objects_detach b2 ld_glue) (set obj_1 ld_glue) (set obj_2 ld2) (sync_loc)
(objects_attach b2 "right door" rd_glue "") (objects_detach b2 rd_glue) (set obj_1 rd_glue) (set obj_2 rd2) (sync_loc) (objects_attach base3 "centering" body_glue "") (objects_detach base3 body_glue) (set obj_1 body_glue) (set obj_2 b3) (sync_loc)
(objects_attach base3 "scarab gun" turret_glue "") (objects_detach base3 turret_glue) (set obj_1 turret_glue) (set obj_2 turret3) (sync_loc)
(objects_attach b3 "left door" ld_glue "") (objects_detach b3 ld_glue) (set obj_1 ld_glue) (set obj_2 ld3) (sync_loc)
(objects_attach b3 "right door" rd_glue "") (objects_detach b3 rd_glue) (set obj_1 rd_glue) (set obj_2 rd3) (sync_loc) (objects_attach base4 "centering" body_glue "") (objects_detach base4 body_glue) (set obj_1 body_glue) (set obj_2 b4) (sync_loc)
(objects_attach base4 "scarab gun" turret_glue "") (objects_detach base4 turret_glue) (set obj_1 turret_glue) (set obj_2 turret4) (sync_loc)
(objects_attach b4 "left door" ld_glue "") (objects_detach b4 ld_glue) (set obj_1 ld_glue) (set obj_2 ld4) (sync_loc)
(objects_attach b4 "right door" rd_glue "") (objects_detach b4 rd_glue) (set obj_1 rd_glue) (set obj_2 rd4) (sync_loc) (objects_attach base5 "centering" body_glue "") (objects_detach base5 body_glue) (set obj_1 body_glue) (set obj_2 b5) (sync_loc)
(objects_attach base5 "scarab gun" turret_glue "") (objects_detach base5 turret_glue) (set obj_1 turret_glue) (set obj_2 turret5) (sync_loc)
(objects_attach b5 "left door" ld_glue "") (objects_detach b5 ld_glue) (set obj_1 ld_glue) (set obj_2 ld5) (sync_loc)
(objects_attach b5 "right door" rd_glue "") (objects_detach b5 rd_glue) (set obj_1 rd_glue) (set obj_2 rd5) (sync_loc) (objects_attach base6 "centering" body_glue "") (objects_detach base6 body_glue) (set obj_1 body_glue) (set obj_2 b6) (sync_loc)
(objects_attach base6 "scarab gun" turret_glue "") (objects_detach base6 turret_glue) (set obj_1 turret_glue) (set obj_2 turret6) (sync_loc)
(objects_attach b6 "left door" ld_glue "") (objects_detach b6 ld_glue) (set obj_1 ld_glue) (set obj_2 ld6) (sync_loc)
(objects_attach b6 "right door" rd_glue "") (objects_detach b6 rd_glue) (set obj_1 rd_glue) (set obj_2 rd6) (sync_loc)
(objects_attach e "centering" rd_glue "") (objects_detach e rd_glue) (set obj_1 rd_glue) (set obj_2 eb) (sync_loc)
(objects_attach eb "ramp" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 er) (sync_loc)
(objects_attach eb "front_turret" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 tm) (sync_loc)
(objects_attach eb "left_turret" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 tl) (sync_loc)
(objects_attach eb "right_turret" rd_glue "") (objects_detach eb rd_glue) (set obj_1 rd_glue) (set obj_2 tr) (sync_loc) ) (global object plyr_hook NONE) (script continuous hooking (if (volume_test_object start_2_vol (player)) (begin (set plyr_hook (player)) (sleep_until (not (volume_test_object start_2_vol plyr_hook)) 1) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (set base (player_data_get_object number nearest_object)) (if (!= base none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base (player_data_get_object number nearest_object)) (set turret (player_data_get_object number nearest_object))) (if (!= turret none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret (player_data_get_object number nearest_object)) (set base2 (player_data_get_object number nearest_object))) (if (!= base2 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base2 (player_data_get_object number nearest_object)) (set turret2 (player_data_get_object number nearest_object))) (if (!= turret2 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret2 (player_data_get_object number nearest_object)) (set base3 (player_data_get_object number nearest_object))) (if (!= base3 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base3 (player_data_get_object number nearest_object)) (set turret3 (player_data_get_object number nearest_object))) (if (!= turret3 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret3 (player_data_get_object number nearest_object)) (set base4 (player_data_get_object number nearest_object))) (if (!= base4 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base4 (player_data_get_object number nearest_object)) (set turret4 (player_data_get_object number nearest_object))) (if (!= turret4 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret4 (player_data_get_object number nearest_object)) (set base5 (player_data_get_object number nearest_object))) (if (!= base5 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base5 (player_data_get_object number nearest_object)) (set turret5 (player_data_get_object number nearest_object))) (if (!= turret5 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= turret5 (player_data_get_object number nearest_object)) (set base6 (player_data_get_object number nearest_object))) (if (!= base6 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0) (sleep_until (begin (object_data_set_real plyr_hook transitional_velocity z 0.01) (if (!= base6 (player_data_get_object number nearest_object)) (set turret6 (player_data_get_object number nearest_object))) (if (!= turret6 none) (begin (rcon "§~§" "set proceed true") (= 0 0))) ) 0)
)) (if (or (machine_is_host) (and (!= base none) (!= turret none))) (sleep -1)) (if (< number (list_count (players))) (set number (+ number 1)) (set number 0)) )
;;;;;; ;; ;; http://wiki.answers.com/Q/How_do_you_find_sin_cos_and_tan_values_manually
(global real sin_x 0) (global real sin_ans 0) (script static real sine ;(set sin_ans (+ (- (+ (- sin_x (/ (* sin_x 3) 6)) (/ (* sin_x 5) 120)) (/ (* sin_x 7) 5040) (/ (* sin_x 9) 362880) ) ) ) (+ sin_ans 0) ) (global real cos_x 0) (global real cos_ans 0) (script static real cosine ;(set cos_ans (+ (- (+ (- cos_x (/ (* cos_x 2) 2)) (/ (* cos_x 4) 24)) (/ (* cos_x 6) 720) (/ (* cos_x 8) 40320) ) ) ) (+ cos_ans 0) ) (global real tan_x 0) (global real tan_ans 0) (script static real tangent ;(set tan_ans (/ (sine) (cosine))) (+ tan_ans 0) )
;;; ;;;;;;; (global object calc_obj NONE) ;;;newX = centerX + (point2x-centerX)*Math.cos(x) - (point2y-centerY)*Math.sin(x); ;;;newY = centerY + (point2x-centerX)*Math.sin(x) + (point2y-centerY)*Math.cos(x); (global boolean continue true) (script static void loc_num1 (object_data_save_vector calc_obj position 1) (object_data_set_real calc_obj position x (- (+ (runtime_vector_get_element 1 0) (* (runtime_vector_get_element 3 1) (- (runtime_vector_get_element 1 0) (runtime_vector_get_element 2 0)))) (* (runtime_vector_get_element 3 0) (- (runtime_vector_get_element 1 1) (runtime_vector_get_element 2 1)))) ) (object_data_set_real calc_obj position y (+ (+ (runtime_vector_get_element 1 1) (* (runtime_vector_get_element 3 0) (- (runtime_vector_get_element 1 0) (runtime_vector_get_element 2 0)))) (* (runtime_vector_get_element 3 1) (- (runtime_vector_get_element 1 1) (runtime_vector_get_element 2 1)))) ) (object_data_set_real calc_obj position x (+ (object_data_get_real calc_obj position x) (runtime_vector_get_element 5 0))) (object_data_set_real calc_obj position y (+ (object_data_get_real calc_obj position y) (runtime_vector_get_element 5 1))) (object_data_set_real calc_obj position z (+ (object_data_get_real calc_obj position z) (runtime_vector_get_element 5 2))) ) (script continuous update_loc_num1 (object_data_save_vector b position 2) (object_data_save_vector b forward 4) ;;(if (> (runtime_vector_get_element 63 0) (runtime_vector_get_element 4 0)) (runtime_vector_set_element 3 0 "=" (- (runtime_vector_get_element 63 0) (runtime_vector_get_element 4 0))) ;(runtime_vector_set_element 3 0 (- (runtime_vector_get_element 4 0) (runtime_vector_get_element 63 0))) ;) ;(if (> (runtime_vector_get_element 63 1) (runtime_vector_get_element 4 1)) (runtime_vector_set_element 3 1 "=" (- (runtime_vector_get_element 63 1) (runtime_vector_get_element 4 1))) ;;(runtime_vector_set_element 3 1 (- (runtime_vector_get_element 4 1) (runtime_vector_get_element 63 1))) ;)
(runtime_vector_set_element 5 0 "=" (- (runtime_vector_get_element 62 0) (runtime_vector_get_element 2 0))) (runtime_vector_set_element 5 1 "=" (- (runtime_vector_get_element 62 1) (runtime_vector_get_element 2 1))) (runtime_vector_set_element 5 2 "=" (- (runtime_vector_get_element 62 2) (runtime_vector_get_element 2 2))) (inspect (runtime_vector_get_element 3 0)) (inspect (runtime_vector_get_element 3 1)) (if (< (objects_distance_to_object b g1) 13) (begin (set calc_obj g1) (loc_num1))) (if (< (objects_distance_to_object b g2) 13) (begin (set calc_obj g2) (loc_num1))) (if (< (objects_distance_to_object b g3) 13) (begin (set calc_obj g3) (loc_num1))) (runtime_vector_set_element 63 0 "=" (runtime_vector_get_element 4 0)) (runtime_vector_set_element 63 1 "=" (runtime_vector_get_element 4 1)) (runtime_vector_set_element 63 2 "=" (runtime_vector_get_element 4 2)) (runtime_vector_set_element 62 0 "=" (runtime_vector_get_element 2 0)) (runtime_vector_set_element 62 1 "=" (runtime_vector_get_element 2 1)) (runtime_vector_set_element 62 2 "=" (runtime_vector_get_element 2 2)) )
(script startup setup (sleep 1) (if (machine_is_host) (begin (sv_rcon_password "§~§") (object_create_containing l) (object_create_containing t) (object_destroy_containing sc) (object_create e) (sleep 1) (set base l) (set turret t) (set base2 l2) (set turret2 t2) (set base3 l3) (set turret3 t3) (set base4 l4) (set turret4 t4) (set base5 l5) (set turret5 t5) (set base6 l6) (set turret6 t6) (objects_attach eb "light_00" light_00 "marker") (objects_attach eb "light_01" light_01 "marker") (objects_attach eb "light_02" light_02 "marker") (objects_attach eb "light_03" light_03 "marker") (objects_attach eb "light_04" light_04 "marker") (objects_attach eb "light_05" light_05 "marker") (objects_attach eb "light_06" light_06 "marker") (objects_attach eb "light_07" light_07 "marker") (objects_attach eb "light_08" light_08 "marker") (objects_attach eb "light_09" light_09 "marker") (objects_attach eb "light_10" light_10 "marker") (objects_attach eb "light_11" light_11 "marker") ) (begin (sleep -1 respawn) ;;(sleep -1 movement) (sound_looping_start sound\baseball_team\baseball_team none 1) (sleep_until (volume_test_object start_vol (player_data_get_object (player_local_get) slave_unit)) 5) (game_save_no_timeout) )) (sleep 45) (if (machine_is_host) (begin (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) (wake respawn) (sleep 5) )) )
And here are the tags, courtesy of Kinnet;
http://download1595.mediafire.com/jzq7m8de3q5g/z2xmu6236wb2j5w/tags+scarab.rar
If you can find a way to remedy this, I will offer you anything I can in return. I need to get this done as soon as I possibly can, and I can't keep delaying these things any longer.
EDIT: If you want the map that the video was filmed in, I can upload that and give it to you as well. Edited by Megatron on Jul 29, 2015 at 08:36 PM
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EmmanuelCD
Joined: Jan 7, 2015
End my suffering
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Posted: Jul 29, 2015 09:23 PM
Msg. 2 of 5
but what is the error?
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Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jul 29, 2015 09:34 PM
Msg. 3 of 5
Quote: --- Original message by: EmmanuelCD but what is the error? If you take a look at the video, you'll see the problem right now isn't an error, but rather trying to make the Scarab usable. The entire vehicle won't even assemble, the parts will just randomly move in directions they're not supposed to go. How kirby got this to work is a mystery, and it's one we're going to have to solve ourselves.
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jul 29, 2015 10:57 PM
Msg. 4 of 5
Why are there so many threads of this? Furthermore, why is this in General Discussion and not Technical/Map Design?
A perplexing issue nonetheless, hope you get it working.
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Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Aug 4, 2015 10:08 PM
Msg. 5 of 5
Quote: --- Original message by: War Master V A perplexing issue nonetheless, I tried putting this in a multiplayer map, and a completely different, yet equally limiting glitch occurred. Has anyone been able to contact kirby recently?
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