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didymus
May 17th, 2011, 09:09 PM
I need help with scripting


Okay I was trying to create a new map that introduced Multiplayer Coop. Essentially I am converting all the SP maps of Halo into Multiplayer and I will script the multiplayer maps to destroy the earlier spawn points so that the spawn points later in the map activate.


So essentially I was wondering if you guys could help me. I have been reading the scripting bible and I looked through all the codes. The most promising of the codes was something that destroyed the objects, HOWEVER I can't destroy spawn points so I am at a loss.


I want to create a multiplayer coop Campaign maps.



so listed below is the events I am trying to script


1. player walks through Trigger Volume
2. The spawn points at the map intro are deleted and then new spawn points are place next to the player in the event they might die


The problem I am having is that when the message pops up informing me that loading is done WHEN I DIE I go back to the earlier spawn point with nothing rendered. So I am stuck in nothingness.

Kelno
May 18th, 2011, 01:26 PM
Sorry about my english, but here is my suggestion for the spawn points :
Maybe could you displace your spawn points at bout 5m of the floor and place triggervolume on them.
Then you could add a "checkpoint" system in your script, wich would manage where the player respawning in this triggervolume would be teleported.
Or maybe more simple, just create a variable wich change whenever you switch bsp and use it to define where the players must be teleported from the volume at spawn, but you would have only one spawn place per bsp wich is i think a bit few.

(The idea of placing these away from the flood is to prevent players to inadvertently walk in them and be teleported without respawning. You could also improve this by making the teleport script work only if a player died a little time ago.)

Yet, i dont remember but isn't there any option in sapien on the spawn points to define with wich bsp these are used?

didymus
May 19th, 2011, 01:36 PM
That is a brilliant idea. Can't believe I didn't think of that. Thanks.

chrisk123999
May 19th, 2011, 01:41 PM
Won't work. At all.

didymus
May 19th, 2011, 02:03 PM
I am thinking a teleporter might solve it. Try that.

didymus
May 19th, 2011, 02:05 PM
try making a script that placing a warthog over spawn so that player doesn't spawn there.

Kelno
May 22nd, 2011, 05:39 PM
Won't work. At all.
Why not?
The only thing why Im not sure is because i dont exactly know how do Halo manage out of map objects. The question is to know if the triggervolume test still work on such objects, im not really sure of it.
If you need help with the script i could give it a try, just have to re-read the scripting bible a bit.

chrisk123999
May 22nd, 2011, 06:27 PM
AI don't sync, can't move player spawns, BSP switches don't sync, etc...

Don't bother.

Kelno
May 23rd, 2011, 04:49 AM
Im pretty sure he could make an efficient bsp sync script, and there's likely some ways for the spawn problem. I've already played a coop maps like this where it was working fine. Still I agree with the fact that with non sync ai, a coop map like this wouldn't really be playable but that's not my concern when helping here.

chrisk123999
May 23rd, 2011, 08:40 PM
Yes, it's possible to use scripts to solve some of the problems, but in the end I don't see it being worth it. Maybe if AI synced, then it would even be worth considering.