I'm new to ForgeHub and Halo 5 forge. The last forge I worked with was Halo: Reach. I'm trying to script a pelican to fly around the edges of a map. It's a little complicated for me. I've got it worked out so that a script brain toggles a power state on a repeating timer, and the pelican has the same response to both states: Move Forward X Units. I haven't even gotten to rotation or anything yet. Here's my problem: After about 20 seconds of motion, the pelican despawns. It is still inside the borders of the map, and has not been disturbed in any way. Here are my questions: 1. Why is it despawning? 2. Is what I'm trying to accomplish even plausible? I'd appreciate any help you can give.
I've been working on this aswell, if you want send me an invite and ill try and suss out the issue for you, gt wagglybeef
I'm no scripting expert (I'm decent, just not totally familiar with it), but this honestly sounds like a bug. I personally have no idea how to fix this, bro. Unless you become a Packers fan, that usually does the trick
Try breaking out of the riptide map. There's 3 flying pelicans outside the map that fly by every minute.
I am entirely satisfied with the way this post has gone lol. I'll try deleting and redoing it when I get some free time. I was planning on using the inside of the pelican as a sort of mobile spawn point if all went well. Appreciate the quick responses and the help. I'll let you know how it goes. Just went sort of crazy trying to do weird complicated stuff because I just stumbled across the scripting feature and was amazed by it. Also, don't buy into that crap about NFL titles, it's the Super Bowl wins that count, and I believe my team is leading that race lol.
i was working on the same thing here is what a ran into, 1. Cant script, weld, or group spawns with the pelican.. 2. Tried to use telporters to work around this. I had respawn in teleporter radius they are beamed to pelican, but telporter on pelican has to be in sweet spot for spartan to teleport, also if pelican is moving to fast spartans just fall out of the back... 3. Put in an invisible block to keep spartan from shooting out right away, but then they cant get out, so next is to script button in pelican to move invisible blocker out of the way when ready to jump... 4. So that is scripting the pelican, the teleporter, the blocker, and botton to follow the same path at the same time... All in all I spent prolly bout 10 hours over two days trying to get it all working, and what I learned it is possible if you're patient, would probablly work the best if you have it move a straight line over the battlefield and reset and just repeat, and if you don't care about spartans dropping out at random youll save alot of time scripting blocks and buttons
Any luck with this? I think moving any object from its spawn point (scripting included) counts as disturbing it. I'd start by setting the Despawn and Respawn properties to do nothing. I still can't find a way to guarantee smooth motion. Seems to have something to do with the local object locations/momentums being out of synch with the server. This method seems good at times: Add a power channel to be a master switch (On Interaction) {Power Set: alpha: On} Add a script that toggles a power channel every cycle Multi: Minimum=2 (On Power: alpha: On)(On Power: alpha: On) (On Power: bravo: Toggle) {Power Set: bravo: Toggle} Set an object to normal physics Add a velocity script that fires every cycle or every other cycle (On Power: bravo: On/Off/Toggle) {Velocity Set: 50, 0, 0} Add a rotation script with zero rotation (On Power: bravo: On) {Rotate: 0, 0, 0} Might need a second rotate script with different timing to make it smooth (On Power: bravo: Off) {Rotate: 0, 0, 0}. Move or Rotate scripts can't be run again until after they finish so the object usually stops moving for a moment. Set the object to Phased or Fixed physics For some reason, the velocity script runs if there's a rotate script active, even though velocity scripts aren't an option for phased out fixed physics objects. It'll look like the velocity action has been removed while the object is set to fixed or phased, but it's still there. Here's a Google doc with lots of info on scripting: https://docs.google.com/document/d/1bnW0QHucyEcH4kReWQHIV9LJ2kOEiO1DgtX_yIqoD3Q/edit?usp=drive_web
I'm getting close i can make it fly around a predetermined path but trying to add in a little rotation to make turn look smooth and natural is the issue because when it turns the pitch, roll, and yaw all change so makes it turn ways i dont want it too
Ugh, I haven't even attempted multi-axis rotation yet and I don't wanna. I remember rotation always being in world coordinates, but that gets confusing real quick. I guess we just set each axis separately and it'll go straight there, or almost to where it should go?
Yeah its been alot of fun... Sarcasim, but i do feel im getting close to figuring out what im missing, once i get that ill post a video or some screens of how i got there...
Okay, I got it working as well as can be expected, but I ran into the same problems many of you did. It no longer despawns, but the motion isn't smooth, the spawns cant be welded to the pelican, and sometimes the pelican doesn't rotate the specified amount, leaving a pelican flying sideways across the map. I was wondering why nobody else had done this already, but it seems they have, and it just doesn't work lol. Oh well, at least it got me familiar with scripting some stuff. I appreciate the help.