Halo 5 - Help with Traffic Light Scripting

Discussion in 'Halo and Forge Discussion' started by Maker Mitch, Jul 17, 2016.

  1. Maker Mitch

    Maker Mitch Legendary

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    I've been playing around with scripting and I think I have the basics down. So... I've been working on a traffic light for the last 4 days and can't get it right. The current setup on the map has a script test-bed outside of the play area to trigger events and send signals to play-area objects.

    I have four simple 2x2x2 blocks that act as timed triggers:
    first block has a respawn time of 0
    second block has a respawn of 10
    third block has a respawn time of 12
    fourth block has a respawn time of 22

    The traffic light cycle is initialized by a Switch/keypad. (This will soon change to "On Match: Start" when it finally sequences correctly)

    When the switch is interacted with, it send a message to despawn all four of the 2x2x2 blocks at the same time.

    The 2x2x2 blocks spawn in the correct order every single time. (10 Seconds, 2 seconds, 10 seconds... repeat...)

    When each block spawns, it sends a message to the appropriate traffic light color.

    The traffic light is just a block with three black soda cans. Each soda can is assigned it's own receiving channel.

    First block triggers the green-light soda can to turn on... change from black to green.
    Second block triggers green soda can to turn off, and yellow soda can to turn on.
    Third block triggers yellow to turn off and red to turn on.
    Fourth block triggers red to turn off and despawn all 2x2x2 blocks to repeat the trigger cycle.


    The problem is when the color changes from green to yellow, it skips yellow and goes directly to red. I'm absolutely stumped about what is going on with the script. I've saved the map and restarted. I've built this on a fresh canvas with similar unpredictable behavior.

    What am I doing wrong?
     
  2. ScaredHitman086

    ScaredHitman086 Legendary
    Senior Member

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    Please add me and message me I will help but quite frankly its hard to work on these things based off a description, I have a way of scripting these types of events I just need to see what you want.
     
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  3. Maker Mitch

    Maker Mitch Legendary

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    Ok cool. I'll add you after my matchmaking game.
     
  4. ScaredHitman086

    ScaredHitman086 Legendary
    Senior Member

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    Im not online right now but ill be online tomorrow night and some in the morning
     
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  5. Maker Mitch

    Maker Mitch Legendary

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    I just got this working glitch-free using the power:set instead of message:send.

    I'm limited to assigning 7 scripts to each 2x2x2 box... which makes it more complicated than it should be.
     
  6. ScaredHitman086

    ScaredHitman086 Legendary
    Senior Member

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    I can look at it again if you want, I will be online in a bit
     
  7. Littlemonk5

    Littlemonk5 Legendary

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    Watch out with using signals to spawn items onto the map that you later want to have despawn. I can't tell if it is affecting you based on your description but here is the bug which Tom French has told me he filed. If you spawn and item in with a scripted message or channel toggle, the item no longer despawns based on its set despawn timer. It will just remain on the map forever or until you tell it to despawn by using another script.
     
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  8. Maker Mitch

    Maker Mitch Legendary

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    I'm online now. Typically I am online after 7PM Eastern time (New York City) on weekdays Monday through Thursday. Weekends I am hit or miss.


    I was not aware of this bug! Thanks for the tip! I had other plans unrelated to the traffic light to utilize the timed despawn setting for objects that run scripts too.
     
  9. Egggnog

    Egggnog Game Crashers

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    That's the thing I still have yet to understand is despawn timers. They haven't worked for me once.
     

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