Active Boundary Limit

Discussion in 'Halo and Forge Discussion' started by Starship Forge, Jan 12, 2017.

  1. Starship Forge

    Starship Forge Recruit
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    I've been having difficulty adding boundary checks to a map I've been working on. I took my issue to the shoutbox yesterday, and I was informed by Max Extra that there was a limit of 16 active boundaries.

    However, he also told me he thought there was a workaround, since he was pretty sure Invasion maps have been made with more than 16. He thought the solution might be to turn off Condition Interrupt for the boundary check scripts, but I couldn't get that to work (though I suppose I could have misunderstood him)

    Can anyone enlighten me on this? Is there a workaround?
     
  2. Katanga

    Katanga Ancient
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    That's news to me, it'll be good to keep in mind for future projects.

    In terms of a workaround, would you be able to provide the context in which you're using the boundaries? I bet if you explained the scenario you'd get some wacky outside-the-box fixes specific to it. :)
     
  3. Agent Zero85

    Agent Zero85 Legendary
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    note active boundaries. In my scenario i wanted around 400 objects follow players that intersect the boundaries. But only 16 would actually follow. So, what i did was have a script brain chase me with a boundary, and have it command the blocks to follow it. 1 boundary to move 64 objects beats 1 boundary moving 1 at a time.
     
    ExTerrestr1al and Katanga like this.
  4. Starship Forge

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    I'm making a sort of Rube Goldberg-ish machine (or at least a machine with a few Rube Goldberg elements). The idea is that an object passes one of 16 boundaries. This causes a cooresponding golf ball to drop. The ball drops onto a "strike plate", of which there are also 16, each of which has its own boundary (the strike plates are basically just primitives with boundaries). Each strike plate causes a different action to occur.

    Ideally, that means there are 32 total boundaries. However, only 10 initial/trigger boundaries are actually going to be used in this particular instance (the rest are basically there so I can "reprogram" the machine for other things), but even if I cut it to that, it would still need 20 total active boundaries (10 initial triggers + 10 strike plates).

    One possible workaround would be to have the initial boundary check simply wait the amount of time it takes the ball to drop before simply doing the action itself (such that the ball hitting the plate is purely cosmetic), and in that case I would only need the 10-16 initial boundaries. However, while that would technically work, it would sort of feel like a cheat, because I want the golf balls hitting the plates to be the thing that causes the next action. Probably doesn't really matter in the end; end result would be the same. I'm probably just being OCD :p

    Still, if there is a workaround, that'd still be good for times when you absolutely need more than 16 unique boundaries.
     
    #4 Starship Forge, Jan 13, 2017
    Last edited: Jan 13, 2017
  5. Katanga

    Katanga Ancient
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    If you're Rube Goldberging, why not go all out and have the "pass by" boundaries be explosive objects knocked off their spawn by the ball, and do the scripts on destroy? Or if the passing objects triggers a standard landmine to explode, use one of them?

    What it sounds like you may need to do is consider which of your boundaries can be substituted for a more old-school approach :)
     
  6. Starship Forge

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    Unfortunately, the explosion sound would get in the way (this is actually a musical Rube Goldberg, so the explosions would distract).
     
  7. Agent Zero85

    Agent Zero85 Legendary
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    As i said, active boundaries. You should be able to have a lot more, as long as 16 are not being triggered at the same time.

    If that doesn't work, turn off always runs, and only have the ones you need spawned it at a given time.
     
  8. Starship Forge

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    They're not all being triggered at once, though...unless the "strike plates" being slightly merged into their respective boundaries is doing it (even though they're on enter rather than continuous). I'll have to see if that's what's doing it.

    Yup, that was it. I misunderstood & thought active boundaries simply meant boundaries with scripts, like they were "actively" checking for enters/exits, whatever. I didn't realize it meant simultaneous triggers in 16 different boundaries. Didn't realize that the strike plates being merged into their respective boundaries was "triggering" them (and I had no reason to suspect that, as they are purely on enter, so I would gave assumed if the strike plates triggered them at all, it would only be a one-time thing).

    Anyway, it's all figured out.
     
    #8 Starship Forge, Jan 13, 2017
    Last edited: Jan 13, 2017
  9. ExTerrestr1al

    ExTerrestr1al Forerunner
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    SF,
    You can also put all the strike plates into a label of your choice and instruct the boundaries not to include those in their detection. Not sure if that helps, but it might.
     

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