Trigger: On-Destroyed Set Respawn?

Discussion in 'Halo and Forge Discussion' started by ToRn1ne, Nov 22, 2014.

  1. ToRn1ne

    ToRn1ne Mythic

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    Hey everyone, I have been working on a script for a map I'm working on and need help getting on last part of it to function the way I intend.

    Desired Function: Using Trigger: On-Destroyed a Grav Lift present at the start of the match will despawn for twenty-seconds. Fifty-seconds after being triggered, the Trigger: On-Destroyed should return to its initial state and be ready to be used again.

    My problem is that I can't get the Trigger: On-Destroyed to return to its initial state in a timed manner. I have tried altering its respawn time and using Trigger: On Once and Trigger: Off Once but any time I set the Trigger: On-Destroyed to a Power Channel it becomes invulnerable. Any advice is much appreciated.
     
  2. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Is there any way to despawn an object when a flag is pulled? I kind of want my energy bridges to go away after someone picks up the flag to lengthen their journey back to their base. If anyone is a scripting genius please let us know if you can help us.
     
  3. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Kinda, but it's tied to a script to where your flag is located rather than the flag itself, meaning that just walking over the flag would turn the bridges off... Thus, you're better off using some sort of toggle switch.
     
  4. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Yeah, I had an idea to steal an enemy base power core that would deactivate their energy bridges, making it difficult to bring the power core back via same route you obtained it. Oh well...just another thing on the list I can't do. Sorry for derailing your thread Tornine:(
     
  5. the_suicide_fox

    the_suicide_fox Ancient
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    Instead of using a power channel try setting it's respawn channel. Set it to not spawn at start then have 2 timer-on once. The first will turn it on at the start of the match and that's it. The second would be turned on by it being destroyed and sit there for X time before spawning a new destroy-on and despawning itself.

    I'm not 100% sure if that will work. But I was making a grid that I wanted to be spawned at the start, then when you press a button the squares would spawn/despawn in a certain pattern. I eventually figured out that the button needs to spawn/despawn a group of timers, and that there needs to be a group of timer-on once's at the start to spawn everything normall for the start of the match.

    Needless to say I figured it out after like 3 hours of messing with it, and I honestly think you guys will be impressed with the effect. Don't want to give too many details at the moment.
     
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  6. WAR

    WAR Cartographer
    The Creator Forge Critic

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    I'm interested;)
     
  7. ToRn1ne

    ToRn1ne Mythic

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    Thanks for the suggestion fox, but it didn't work. However, after looking at it again with a friend we were able to figure out how to get the trigger to reactivate on a set time. I'll illustrate below:

    1) Spawn a Trigger: On-Destroyed or Garage Door Switch (they operate identically)
    2) Set the Trigger: On-Destroyed/Garage Door Switch to the desired Broadcast Channel
    3) Spawn a Timer: Off Once
    4) Set the Timer: Off Once Power Channel and Broadcast Channel identical to the On-Destroyed/Garage Door Switch Broadcast Channel
    5) Set the Timer: Off Once Timer/User Data to the desired interval you want the Trigger: On-Destroyed/Garage Door Switch to reactive after

    Also, it is cool Warholic, my question was responded to and answered.
     
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