Halo 5 Scripting Help

Discussion in 'Halo and Forge Discussion' started by CaptainDireWolf, Jun 1, 2017.

  1. CaptainDireWolf

    CaptainDireWolf Forger of the Wild
    Staff Member Forge Critic Senior Member

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    Hey forgers! I've got a question here about round scripting:

    I'm trying to make a minigame where each team (red and blue) spawns, gets in a vehicle (some are welded), which then teleports you to a particular section of the map. Next round, people again get in a vehicle and should be transported to a 'different' section of the map. So on and so forth for a total of 4 rounds. The problem is, I can't seem to figure out the scripting behind making this work. I thought using numbers to increase the value each round and have that value equal the teleporter's value as the game progresses to despawn the ones I don't want people to teleport to would work, but I'm clearly missing something.

    Anyone encounter something like this before or have an idea? I'm losing my mind and getting to the point of wanting to scrap the whole damn thing lol.

    Thanks!
    -CaptainDireWolf
     
  2. ExTerrestr1al

    ExTerrestr1al Forerunner
    Senior Member

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    in the origin, where everything is truly spawning, put a duplicated sender, with all set to zulu label except the one you want to use on round 1 start. add a script brain telling everytihng with zulu to despawn on round start. Another script telling a global var to count upwards each round. (you can have r1=0 or 1, but 1 is less confusing) Put two scripts on each sender telling it which round it can spawn into, and if not that round, despawn. For instance, if Global Var Alpha =2, despawn senders alpha, charlie, and delta, but spawn barvo.

    good luck.

    (EDIT: I Should note that my map Octagon Ex has some of this implemented, if you'd like to examine it in forge)
     
    #2 ExTerrestr1al, Jun 1, 2017
    Last edited: Jun 1, 2017
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  3. CaptainDireWolf

    CaptainDireWolf Forger of the Wild
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    Your game must be hidden because I cant see it.

    Also Ive tried duplicating the sender scripts and despawning the ones that I dont want people to be sent to each round. However, it is not working. Heres what I have as scripts to increase a global number and despawn stuff when the number reaches certain numbers. let me know if you or anyone else can think of a better way to make this work. Thanks!:

    Script 1
    Round start
    Number change
    global
    zulu
    increment
    dirty off
    change: constant 1
    All options on

    Script 2 - Script 5
    Number check
    Global
    zulu
    0
    equal
    Check: constant
    1
    Do: Despawn
    3 of these Objects: label whiskey, xray, yankee, and zulu

    (the one I want people to teleport with is of course missing. Also there are 4 total rounds with a different location for each round. Any help would be appreciated)
     
  4. ExTerrestr1al

    ExTerrestr1al Forerunner
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    the issue might be that the number is not changing incrementally each round. I have not done that before.

    I am double-checking that my map is visible, and also setting a pre-fab to visible for you to use. It is called "0-9 numvar test", and it spawns in the appropriate number decal to show you the value of the variable you choose. if not alpha, select the group and collectively change their scripts (1&2) to the correct num var.

    once you can confirm this number is changing each round, incrementally, we can troubleshoot from there.

    also, I always find it useful, whenever I have a zulu despawn thing going on round start, to have a test switch handy to be able to force everything off after doing things in forge mode.
     
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  5. CaptainDireWolf

    CaptainDireWolf Forger of the Wild
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    HOLY **** IT WORKS. THANK YOU MY GOOD MAN!
     
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  6. FORGE PLAY

    FORGE PLAY Legendary

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    I would have to see this to help.

    I use alot of unusual sctipts, could work an idea out.

    *edit*
    Never mind, didn't read farther down.
     
    #6 FORGE PLAY, Jun 3, 2017
    Last edited: Jun 3, 2017
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