halo 5, as the title has stated, I'm doing pretty good, but am in a little trouble. I would appreciate if someone could help make this work. I need this to be in the way I describe. when a Spartan picks up a griffball that randomly spawns in set positions that is attached to a boulder, the boulder hovers above the Spartans head, as if he is carrying it. then when on message received delta, the boulder despawns( when the griffball is scored, msg delta is sent, the boulder despawns above the players head, and the boulder instantly spawns next to the goal, as if it was dropped. ive been messing with this for a while and if you can help me out I will be very grateful. thanks
I'm not quite sure what your asking here, are you telling us that you need the Boulder to behave the way you're describing? Or does it already act that way and you need it to perform differently?
Hey, @Dash IV The Ball object would be the key here. It has to determine if a player is holding it or not. Use a Cylinder boundary with Radius=0.25, Top=3.75, Bottom=0.00 (Bottom might be 0.50... test to be sure) When it's held, you need to mark the boulder and either the player or ball. You can use labels or numbers. I like using numbers. A move script can make the boulder hover over the player or ball by setting TARGETS to one of them, set Local=Off, and use a Z offset like 10.00 or so. Maybe more like 20.00? Ball Script: Code: Condition: Timer Check, Initial=1.00, Repeat=0.20 (or use Round Time, Time=0.20, Periodic=On) A1: Number Change: Scope=Object, NUMBER=[THIS add], Set, Object Count, COUNT=[Boundary THIS add, Players include, Dead exclude, Select Random 1], Value=10 A2: Number Change: Scope=Player, NUMBER=[Players add, Number include 11], Channel=alpha, Set, Constant 0 A3: Number Change: Scope=Player, NUMBER=[Boundary THIS add, Players include, Dead exclude], Channel=alpha, Set, Source=Number, Scope=Object, Object=THIS, Number=Object, Value=0 A4: Number Change: Scope=Object, NUMBER=[Boulder], Set, Source=Number, Scope=Object, Object=THIS, Number=Object, Value=0 This script fires every 0.20 seconds and has the Ball mark both a player (who has the ball) and the [Boulder] by setting their filterable numbers to 11 (alpha is the only player number that gets filtered). If no player is holding the Ball, then the Ball and [Boulder] have their numbers set to 10 and no player has their alpha number set to 11. A1: Puts the count of players holding the ball (alive players inside the ball's boundary) into the Ball's object number + 10. The 10 is to make it unique for this ball & boulder and not use 0. The number will be 10 when not held or 11 when held. If there are more balls/boulders, use a different set of numbers like 12/13, 14/15, etc. A2: For any player who had previously held the ball (their alpha number is 11), reset their alpha number to 0. A3: For any players inside the ball's boundary, set their alpha number to the ball's number (you could make it the constant 11, but using the ball's number will always work if you change the number). A4: Set the [Boulder's] number to the ball's number. Add a label or use other settings to be able to uniquely filter the [Boulder] that goes with this ball. Now [Boulder] will have its number be 11 when it needs to follow a player. Now the boulder can follow the player who has the ball (when their numbers are set to 11), or not do anything (when its number is 10). As long as the ball sets the same number for both the player and boulder, the boulder will only chase the player holding the ball, and won't fly upward when no one has the ball. Code: Condition: Timer Check, Initial=1.00, Repeat=0.05 (or use Round Time, Time=0.10, Periodic=On) A1: Move Offset: OBJECTS=[THIS add (or filter Boulder), Number include 11], TARGETS=[Players add, Number include 11], XYZ=0.0/0.0/20.0, Local=Off, Time=0.20 That should be pretty close to getting this to work. Haven't tested these exact scripts so see if you can get it working. Come back if you need more help.
--- Double Post Merged, Jun 20, 2017 --- my other quote didn't seem to work so here it is again: no, It has no scripts watsoever currently. I need it to just hover over the griffball holders head when he is holding the ball, weather he moves or not. then he drops the ball so does the boulder.[/QUOTE]
@Yumudas Beegbut your scripts are genouse and amazing, but in action 4 for the ball script, Number Change: Scope=Object, NUMBER=[Boulder], Set, Source=Number, Scope=Object, Object=THIS, Number=Object, Value=0 it says NUMBER=[Boulder] , but their is no boalder in the scipt in the game. is it supposed to be boundry? I'm going to make it Boundry:this[add]. I think I fixed it but i guess we will have to wait till i finish every script in total... --- Double Post Merged, Jun 25, 2017 --- there also wasn't a object=this in the game scripts...
You can add a label to the boulder to make it easy to filter. Add user:bravo to the boulder's Game Mode Labels. The change NUMBER=[Boulder] to NUMBER=[Label add: user:bravo]. Oh yeah, the Objects option only does up for some conditions. For Timer Check it doesn't show up and the actions use THIS by default, so you don't have to worry about it.