
Originally Posted by
Resinball
I have some Mines that only work when run over (by a vehicle) or are hit/shot, using a similar Script could I make the Mines explode when someone is too close?
Code:
(objects_distance_to_object <object_list> <object>)
(effect_new_on_object_marker <effect> <object> <marker/frame>)
Just use those. When so and so object gets in range, cause a explosion effect on the mine object. if these are mines you drop, you could make them constantly use an effect to fire off a projectile that responds with materials like cyborg (im asuming thats still a valid material in h2) that creates a damage effect to destroy the mine causing its destroyed effect so you wouldn't even need scripts.

Originally Posted by
Resinball
any idea on how to attach a Gravity Lift (I can do that part with your script) that could be controlled by the primary trigger? I should probably study your other script (Wizard Magic) before asking this one.
There is a problem with that. Primary trigger checking is for single player stuff. But.. if your making a custom vehicle anyways, you can customize the collision to have a shield, and default damage passes through shield (haven't look at this in H2V yet, but its in HCE) and have it a material damage_effects don't normally damage. Then have the firing effect cause damage that CAN hurt this shield. Then have a script that waits till the shield takes damage, and if the shield is damaged cause the gravity lift. I'll look more into H2V's collision setup in a few minutes, see where the options have moved if they are still there.
Edit: So, its not as nice as Halo 1, but it is possible. You can set regions to ignore shield damage, so just have one small region you don't care about it not taking damage, and toss a super powerful shield over it.. next problem is, I don't see anything in damage effects about materials anymore.. So, your gonna have to pick a material that is far off, and small. Have the script heal the shield when damaged so it doesn't accidently kill the vehicle doing this. it has to do alot of damage to the shield, and be a high healthed shield just so that you can tell its this damage hurting the shield and not people shooting that part. (< (unit_get_shield vehicle1) 0.5) when the shield is less than half, etc. and use that to move the grav lift.

Originally Posted by
Resinball
-When the Hogs are destroyed they never respawn and thus the Teles stay attached to the broken vehicle for the rest of the game.
To have them respawn, you would first need to determin who is host. There is a few methods in HCE to check this, and the easiest one to have in h2v would be biped squish... problem I see with this though, doesn't H2V use some form of lobby where everyone starts the game at the same time or something? (haven't ever played online, ive only see the network page where it looks like that) If everyone starts at once, this won't work.
Code:
(global boolean ishost 0)
(script startup hostchecker
(sleep 60)
(if (< (unit_get_health hosttestbiped) 1) (set ishost 1))
(objects_attach crusherwarthog "" scenery1 "")
(objects_detach crusherwarthog scenery1)
)
(script continuous respawnwarthog1
(sleep_until (= ishost 1) 30)
(sleep_until (<= (unit_get_health warthog1) 0) 1)
(sleep 300)
(object_create_anew warthog1)
(sleep 10)
)
If you are required to do the lobby thing like I spesified above, then your gonna have to use trigger volumes (kill volumes in h2v) which crash h2guerillaTST when I have a scenario with those open.. the host checking makes sure only the host creates a fully healed warthog, because in halo 1 all computers tried to create their own, but only the hosts was real and drivable, joiners just saw fake clones all over.

Originally Posted by
Resinball
-The scenery (which used the default 2-Way Teleporter) appeared at X: 0 Y: 0 Z: 0 (floating above the map) instead of in the back of the Hog (as it did when played locally). This could be how I attached it, needs further testing. Perhaps if I used a crate instead.
It looked like that even when you where host? thats extremely strange, because you are required to be nearby the object for it to teleport you, and the host computer is the one that decides weather you are close. You hosted a Live game? Cause if so, im just gonna go with the games are actually hosted elsewhere with Live since I have no other explanation that sounds reasonable.
If you need any clarification on anything, ask.
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