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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »help with a script

Author Topic: help with a script (5 messages, Page 1 of 1)
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killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jun 28, 2007 06:49 AM    Msg. 1 of 5       
why wont his script work corctly on the client
(begin
(if (= (volume_test_objects noober1 red_fb1) true)
(begin
(object_cannot_take_damage (players))
(object_teleport (vehicle_driver red_fb1) noober1_flag)
(vehicle_unload red_fb1 "")
(sleep 99)
(object_can_take_damage (players))
)
)
)

as far as I can tell the lines
(object_cannot_take_damage (players)) 
(object_can_take_damage (players))

are working as I need it to but the lines are not
(object_teleport (vehicle_driver red_fb1) noober1_flag)
(vehicle_unload red_fb1 "")


This script works as intented on the server side and I cant see why it wont on the client.
Any help would be cool.


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jun 29, 2007 01:24 AM    Msg. 2 of 5       
Quote: --- Original message by: Tarzan
hmm... vehicle_unload is an AI command, which might be the reason. (well - you seem to be using it for an AI command...) Anyway, I dunno about the other one... wait... hmm... I think the vehicle driver, if an AI, is not an object, but rather a unit. I might be wrong about that though. Might not teleport with people in it. I'd say unless you ABSOLUTELY NEED to have the people in it, you could kinda fudge the teleport and have two different groups of AI/Vehicles...

Ill make it clear what the script is for. I am making a varient on hugeass and this is the start of a anty noob script so you cant fly a longsword in eather of the bases and fly into the back wall and start droping nukes and live.

So all I wanted to do is teleport the driver into a room and then dump all of the riders out.

The teleport part works on the server side fine. But that would explane why it wont on the client. so Ill just go to plane B. Ill just teleport all players in the trigger into the room and make them fight to the death to get out.


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jun 29, 2007 01:48 AM    Msg. 3 of 5       
Quote: --- Original message by: kenney001
dont use the begin command either.

I have found that if you use the if command with more than one command that has to be executeed you NEED the begin statment or you get compiler errors


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jun 29, 2007 07:38 AM    Msg. 4 of 5       
Quote: --- Original message by: Tarzan
he meant the first one - you need begin for the if statement if there's more than one thing to be done...

I was wondering if it might just be easier to script the longsword in... and if they start noobing with it, delete it while it's in the air and let them fall to their deaths....


Sorry kenny001 I see what you ment now but that begin is also needed as this is only part of a script my bad.

I have been trying not to script the vehicles in but that is still a good idea.

The way I have this setup is that is the ls is in the trigger and the nad button is pressed it then teleports the driver and drops the reset. NOTE: the nuke didnt drop when I tested it on the server side it just worked driver teleported rider droped but no nuke?

I think there may be another way out of this and that is to put a trigger in the start of the base and if any of the enemy vehicles are then thay get teleported into the room. Or even better send all players into this small room change there weapons to knifes and make them fight to the death befor thay all get killed by a nuke:)

This would be a lot easyer if there was a way to tell what team the player was on in the scripts:)


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Jun 29, 2007 11:51 PM    Msg. 5 of 5       
Quote: --- Original message by: Tarzan
MAYBE you could force a team change with odd number players on blue, evens on red with this command:
(change_team <short>)


I dunno. If I was going to punish some noob in the longsword, I think I'd just use the unit_kill function, and teleport the longsword back to the hanger, or take it out of the map...


OK unit kill it is then
Thanks for the help again Tazan

 

 
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