Is it possible to script power ups to disappear and reappear?

Discussion in 'Halo and Forge Discussion' started by Mr Bouncerverse, Mar 15, 2016.

  1. Mr Bouncerverse

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    I'm thinking about having three pillars in a center pit, each at different elevations and containing different power ups/weapons. I'm not sure I want the player to be able to grab the camo on the top pillar (hypothetically) and jump down to a lower pillar to grab a different weapon. Is there any way I can have one power up appear for about thirty seconds, make it disappear, and then make the next power up rotate in on a different pillar?
     
  2. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Yes.

    Power up 1

    On power state: alpha: on, spawn
    On power state: alpha: off, despawn

    Power up 2
    On power state: bravo: on, spawn
    On power state: bravo: off, despawn

    Power up 3
    On power state: charlie: on, spawn
    On power state: charlie: off, despawn

    Script brain
    On match start, power state: bravo: off
    On match start, power state: charlie: off
    On timer: initial: 13: repeat: 90, power state: alpha: on
    On timer: initial: 43: repeat: 90, power state: alpha: off
    On timer: initial: 43: repeat: 90, power state: bravo: on
    On timer: initial: 73: repeat: 90, power state: bravo: off
    On timer: initial: 73: repeat: 90, power state: charlie: on
    On timer: initial: 103: repeat: 90, power state: charlie: off

    This is arguably the simplest way to achieve this, though you could use two power channels, toggle commands, and multi conditions instead. Be sure to remove the default respawn and despawn traits from the power ups for this to work properly.
     
    #2 Psychoduck, Mar 15, 2016
    Last edited: Mar 15, 2016
  3. Mr Bouncerverse

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    Thanks dude, I'm actually surprised it's possible.
     
  4. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    I just remembered, you'll likely want to add 13 seconds to the initial delay of each of the timers to account for the intro sequence and sync the timers with the in-game clock. I'll edit the times in my post.
     
    #4 Psychoduck, Mar 15, 2016
    Last edited: Mar 15, 2016
  5. MultiLockOn

    MultiLockOn Ancient
    Forge Critic Banned Senior Member

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    Anything is possible if you believe.
     
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  6. Yumudas Beegbut

    Yumudas Beegbut Legendary
    Wiki Contributor Senior Member

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    *clicks heels together* I believe that rotation can work as is!

    I wonder if the power ups fire the On Despawned condition when picked up (like grenades do). Could spawn a teleporter when someone grabs one. Yes, you can have your camo... On the other side of the map.
     
  7. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Power ups do technically despawn upon pickup, yes. I like using that to create lights which are only active when a power up spawns and then become inactive when they are picked up. But, you could use that with teleporters too.
     
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  8. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    I was just wondering if lights could be turned off or despawned! Someone was asking about or requesting alarm sounds and I didn't know if using lights instead would work.
     
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  9. Aschur

    Aschur Wubba lubba dub dub
    Forge Critic Senior Member

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    [​IMG]

    But srsly, scripting is cray-cray. Unless you want to rotate things, then it sucks ****.
     
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