Flight : Spawning Objects

Discussion in 'Halo and Forge Discussion' started by cookies4you, Nov 21, 2014.

  1. cookies4you

    cookies4you Halo 3 Era
    Senior Member

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    Notice: Alright, it appears that this guide is obsolete now that I've found proper documentation on game labels. Instead, I'll convert this into a tutorial on making them work.

    Just a simple micro-guide working with game labels.

    While forging for Infection in Halo 2A, some of you may have noticed the "inf_flight_remove" game tag.

    What it does is remove the object it is assigned to on the designated spawn sequence. This means that a labeled gungoose with a spawn sequence of 1 will be removed when the first payload has been completed.

    This was probably added to allow forgers to create obstacles that are removed when the payload is armed, such as a wall or a bridge.

    However, there is no game label for making objects spawn. If you wanted a bridge to spawn through game labels, you wouldn't be able to.

    Fortunately, you can get around this problem with scripting.

    You will need:
    - Timer: Off (A)
    - Timer: On (B)
    - Timer: Any Timer (C)
    - Two Broadcast Channels (X and Y)

    Method A (I just want things to spawn)
    Set the Broadcast for both A and B to X. Add the inf_flight_remove label to A and set its spawn sequence to what you desire.

    Setup the object(s) you wish to spawn by enabling the setting that allows it to be despawned. Set its spawn channel to X.

    Why this works:
    A and B both tick and repeat continuously, enabling and disabling the channel. For some reason, Off timers take priority over On Timers, meaning that A will trigger but not B if both activate at the same time. When the game label triggers, A is removed but B continues ticking, meaning that the broadcast channel will turn on, spawning the objects.

    Method B (I only want things to trigger once or I want a delay)
    Do the same as method A, except that instead of an object, you use C. C should be able to be de-spawned, it should not spawn at start, and its spawn channel should be X. Set its broadcast to what you want it to be and adjust its timer value to the delay that you want. When A de-spawns, B will spawn C, outputting to broadcast Y.



    Why would I use this:
    It follows the same concept that method A does, but it uses an extra object and channel. However, it is also much more flexible.

    Method A forces the object to remain on. This can be annoying when chaining together multiple channels.

    Using method B, you can dictate whether you want its broadcast to be enabled, disabled, toggled, loop, etc.

    For instance, if you wanted 3 gates to activate one after another, you would have 3 C timers, each with a different timer (delay) value and a differing broadcast, but all would use the same spawn channel.
     
    #1 cookies4you, Nov 21, 2014
    Last edited: Nov 21, 2014

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