Hey guys, normally I'm a pretty good scripter but with as much nee content as was introduced, I'm having a lot of ideas that I'm not sure are possible. First off, I've never been good at spawns - my first question is, is it now possible to make a respawn specific to a specific player such that they can only respawn at that spawn? Maybe with labels or something? Second, I want to make a teleporter node "follow" a specific user. So whenever that player exits its boundary, it moves to his position. I'm fairly confident this will work, BUT, I don't know if it's possible to make it specific to a single player such that it doesn't follow people that come through the teleporter. Any scripting experts that understand the new capabilities able to tell me if it's possible and help come up with a theoretical implementation?
Havent tested any of that but calling out specific players migjt be tricky as you cant change there lable unless maybe you used yhe scriptable power up and have it labeled something next time im in forge ill test some of that and let you know
Okay that would be awesome. I'd be able to figure it out myself if I knew the limitations but some of them I figure it's easiest to have someone who knows them figure it out lol
Going back and reading my typing is terrible, but yeah i will be hopping on halo for a little while tonight so i will see whats i can suss out for you
I got the follow thing working. Would it work with numbers? Maybe on the player scope? So each player is assigned a number, and when a player exits the boundary, his number is incremented, and then if the number equals a specific number of the teleporter it moves to that player and resets his number, otherwise it just resets the number? I can see this being a problematic way of doing it for several reasons including if the player leaves multiple boundaries at once. And i wouldn't know how to make it go to its original position when he dies...
Hmm you given me some ideas but last night i got some stuff to teleport to me when it respawned but it became unrealiable when another player was in the general area
I was using the move script to constantly have it follow me. I just don't know how to make it only follow me... I figure a workaround would be to have various locations of "spawns" that only activate if a teammate is in the area but I really like the following teleporter concept
The only things I can think of would be if Continuous works (the thing will always follow the first object on its list, but if it's based on proximity instead of time within the boundary this won't work) or some setup of numbers where each spartan has his own number or something and it goes based on that. --- Double Post Merged, Dec 19, 2016 --- Or!!!! What if I labeled a weapon and it followed that weapon?! Then it would be tied to the spartan that picked it up! Which just means I need a way to force spawns for a player at a specific point. Thoughts on that?
Thats what icjust tried with the scriotiable power up and once i picked it up it up the telporter stopped following
I'm not home but I'm guessing if you try it with a weapon it will work. The reason behind this is that weapons retain their boundaries and physical properties when picked up whereas the powerups lose their physical presence.
Sounds good. Let me know if it works! If it does I can move on to my other scripts haha. I may not do a boundary thing, though, since it's as complicated as it is. My current thinking is when the weapon exits its spawn boundary it will spawn the teleporter which will then follow it on a timer. Then when the player holding the weapon dies it will instantly despawn, causing the teleporter to despawn, and instantly respawn in its starting boundary. As for the teleporters, I'm thinking of having them turn on a channel that allows them to be teleported to specifically when spawned, and turn it off when they despawn. This will allow switches tied to each of them to briefly activate a sender node to send there. As for specific spawning, I think I'm limited to team specific spawning, but I'll just reopen the door to the area they're supposed to go to (which already closes behind them).
Sorry man fell asleep and havent done to much more testing, have to run some errends with the gf and then ill be hoping on
All good I think I figured out all my problems, now just gotta expand to two bases (and shrink the base I have)
Did you see that video of the persom that made the blink ability, i got a rough version of it working just a little more tweaking here and there and ill have it