Land Mine Boundary Triggers

Discussion in 'Halo and Forge Discussion' started by Jack 001, Jan 26, 2017.

  1. Jack 001

    Jack 001 Legendary

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    Hello, everyone:

    I'm new to ForgeHub, but not to Halo or Forging for that matter. I'm in the finishing stages of a new Halo 5 Wasp Race map I've been creating and after doing a few playtests, a common request was to add Land Mines to the track I've created.

    Well, I did -- but I'd like to script them to act as proximity mines (enter a boundary and boom) without getting too close to them. I'm trying to accomplish this with Anti-Vehicle Land Mines (Scriptable). Currently, any Land Mine I place (automatic or scriptable) does not trigger at all - not even if you step on it or bump it with a vehicle... They only blow up if they are shot. I've done a ton of research and tried reverse engineering other maps (including Alpine Rally Race), but I've honestly found nothing that explains the process of scripting boundary triggers on Land Mines. I think I've gotten close as some of my research has pointed me in the right direction, but it's not complete. I have yet to trigger a Land Mine this way.

    I'm really hoping I can get some expert advice here as I'm not getting any responses on Waypoint. I'm not sure where else to turn for answers on this. If anyone has done this or knows of a map that has implemented this idea, I would extremely appreciate any help with accomplishing this!
     
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  2. ZombieDyer

    ZombieDyer Legendary

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    use the explosion effect instead of landmines :)
     
  3. Jack 001

    Jack 001 Legendary

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    How's that work? I'm not sure I really follow what you mean by 'explosion effect'
     
  4. ZombieDyer

    ZombieDyer Legendary

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    there's an item in the effects panel that's an explosion.
     
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  5. Jack 001

    Jack 001 Legendary

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    Just a generic explosion? Is there an Object attached to it or is it just a boundary?

    Right now, I feel like the landmines shouldn't be that difficult to setup since they have boundaries you can turn on and customize the size. I think I need to send a message from a Script Brain (When Boundary is Entered by a Player - Send Message to Object) to the Object and set Object Properties (When Message Received - Action 1,2,3...) I'm just not sure exactly what those actions should be...
     
  6. ZombieDyer

    ZombieDyer Legendary

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    I'll check when I get home
     
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  7. Jack 001

    Jack 001 Legendary

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    The main reason I wanted to use landmines was that this way other competing racers can trigger the mines for the players in front of them by shooting them, but they would also go off if a player gets sloppy when controlling their Wasp. Example, I placed a few mines on the outside of a wide turn -- if a player doesn't control the turn properly and their Wasp goes too far to the outside - BOOM* That's the point I'm trying to get to. Make them triggerable by other opponents and also use them to penalize poor drivers.
     
  8. ExTerrestr1al

    ExTerrestr1al Forerunner
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    to use landmines in this way, set the boundary for the landmine to be exactly as desired, then do a boundary check every .05 or something, for any object entering. On detection of this happening, change damage ratio to 100 for "This" (the default).

    Someone enters the zone, no matter what size, and it should blow up
     
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  9. Jack 001

    Jack 001 Legendary

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    Thanks, Zombie!
    I appreciate your responses and help with this. I've honestly been scouring YouTube but haven't found anyone using the landmines this way (or at least not posting it and explaining how to accomplish this), and asking multiple questions on Waypoint and I get no responses..
    --- Double Post Merged, Jan 26, 2017 ---
    Okay, I knew I was close! I'll definitely try this. I actually had everything you mentioned set up EXCEPT for the Damage Ratio set to 100 on THIS

    So in order to trigger the explosion upon entering a boundary you do not need a Script Brain to Send/Receive a message?
     
  10. ZombieDyer

    ZombieDyer Legendary

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    no, the script should all be on the mine
     
  11. Starship Forge

    Starship Forge Recruit
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    No, you wouldn't need a Script brain because you can set a boundary & a boundary check script directly to the landmine. All objects have a boundary option in their object properties; it's just usually turned off (I think it's under the rotation & position options for each object; you just turn it to cylinder or box, and set a size). Then you add a single boundary check script to the landmine itself.
     
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  12. ExTerrestr1al

    ExTerrestr1al Forerunner
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    that's correct - ever since the monitor's bounty update, we have had a much more robust system for scripting, and a lot of the channel activation, message sends, etc. are not necessary in many cases. If you need them (channels) for something else in your map, it now frees them up!

    Edit: I thought of another cool idea, I might use in your scenario...

    set the damage ratio to happen after a short "Wait" action, which will act more like a typical prox mine.

    Additionally, if the damage invflicted upon the player is not sufficent at the range you desire, you can always make that boundary also do some, if not a lot of damage to players as well as totally kill the mine :)
     
    #12 ExTerrestr1al, Jan 26, 2017
    Last edited: Jan 26, 2017
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  13. ZombieDyer

    ZombieDyer Legendary

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    you guys need to get profile pictures
     
  14. ExTerrestr1al

    ExTerrestr1al Forerunner
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    that's what I look like ;)
     
  15. Jack 001

    Jack 001 Legendary

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    Sorry, guys. I stepped away for a while; I'm at work.

    Anyway, That's good to know that I don't need a Script Brain. That'll make life a lot easier. I like your Wait Time thought on the mines, but how exactly does that make it act more like a proximity mine? Maybe give it 0.5 a second?

    Also, what do you mean make the boundary deal damage? You can set it so entering the boundary actually deals damage when the mine gets set off? That'd be awesome! But does that require a Script Brain then?
    --- Double Post Merged, Jan 26, 2017 ---
    I probably will soon, I just joined ForgeHub this morning to try and get an answer to this issue. I'm pretty desperate.
    Seriously though, thank you guys so much! This has been really helpful so far.

    JKaddict, if you could elaborate on your last post that'd be helpful too -- Thanks
     
  16. ExTerrestr1al

    ExTerrestr1al Forerunner
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    for the wait to explode, it's just a personal preference thing. I'm thinking of the type of mine that might normally beep then explode. if you like instant, that's just again, a preference thing for your particular use-case.

    for the extra damage thing... what I'm saying is that if the radius the mine typically does damage to, isn't quite big enough for your preferences, you can also set another action on the boundary check that deals some damage to players. (I forgot to suggest, make the boundary check "continuous"). If you want to guarantee they die, make it doo 100 damage, otherwise, something smaller) The only weird thing would be that the player might not know they are getting too close, but die anyway. In that case, you might want to make the boundary visible.
     
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  17. Jack 001

    Jack 001 Legendary

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    Thanks, for the clarification. This makes more sense, I still like your delayed explosion idea for the proximity mines. I'll try attempting this all when I get home from work today and let you know my results.

    I seriously appreciate the help, thanks again everyone!
     

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