Hey guys, I'm making a map where I want a scripted welded rocket to launch into the sky and It's quickly becoming a nightmare. Bay Doors Open Rocket and braces move vertically Braces retract horizontally Rocket moves vertically into the sky Bay doors close Rocket and braces return to initial position Now, I can get all of this to work separately, but as soon as I try and combine them using the same switch, objects either don't move, or do a waited action sooner than expected. I'm currently using send messages with wait timers to indicate when certain actions happen. ALL offsets are set to local. Here is the what the script essentially looks like: Switch When Interacted Message Send: Echo Message Send: Foxtrot Message Send: Golf Message Send: HotelWhen Interacted Interactive: OFF Wait: 21 seconds Interactive: ON Bay Door When Message Received: Echo Move Offset: -10 X/ 10Y, 2 seconds Wait: 15 seconds Move offset: 10 X/ -10Y, 2 seconds Rocket When Message Received: Foxtrot Wait 0.50 seconds Move Offset: -15 Z, 3 seconds Wait: 6 seconds Move offset: -1000, 5 secondsWhen Message Received: Foxtrot Wait 20 Seconds Move Offset: 1000, 1 second Brace When Message Received: Golf Wait 0.50 seconds Move Offset: -15Z, 3 seconds Wait: 5.50 Seconds Move Offset: -10 Y, 1 secondWhen Message Received: Golf Wait: 20 seconds Move Offset: 10 Y/15 Z, 1 seconds Any help would be greatly appreciated!!
FOr the motion of the rocket, I suspect you are doing two move/offsets because it will only let you set 1000 units? Intead, you're going to want to instruct it to start repeating a smaller unit of motion on a more regular interval, at launch. This will create a perpetual "propulsion" rather than a designated # of units. You spawn a brain at launch which will tell it to move, and have that movement script (on the brain) direct the rocket (user lable) to move on teh interval and not "always run". You can also have some explosions or something pop into existence when the rocket is supposed to start, so same trigger as above. You currently have all of your channels switching at the same time, and there's nothing technically wrong with that. I can't say why your sequence isn't working - I don't see an obvious answer, but you'll probably be better off for a sequence by either: sticking to one channel for initiation - since you are using "wait" actions at delay each anyway there is no reason to make each piece of launch sequence have its own channel triggering it. Efficiency using a global variable to set the sequence of events - when each thing h appens and you're ready for next thing to happen, have an action change the number which then triggers another thing. Depending on logic of your larger scheme, this may be useful. String your channel trigges together into a true sequence where, similar to the above number control scheme, you specifically tell each event to occur as a result of the prior one occuring. Your absolute best course of action would be to wait a few days while I do a write-up on the following motion technique, which I think would be useful for your use-case... While the above "propulsion" technique is much better and smoother than what you're currently doing, this smooths it out completely (video is a littler choppy FYI) and adds functionality for more advanced flight characteristics.
I'll be honest here, I'm a noob when it comes to scripting in Halo 5... I'm trying to read between the lines in what you're saying, but all I know how to do with scripting is the basics and I don't even think I'm doing them right as my scripting isn't working and it should be from my understanding. Hence why I think what I know is wrong. Would you be able to jump on at some point and give me some help, or can you show me a tutorial/example somewhere that shows what you're talking about - I like the idea of perpetual motion as that would presumably mean that the rocket launches slow and gets faster?
@Shak T Goboree Here is a video I just made outlining the techniques for linear motion in Halo 5. A "bad, better, and best" demo. I will do a written version of this soon, but it takes some time. If you watch the walk throughs of the scripts that are featured in this video, however, it should give you some good ideas and get you started. (Video does assume some level of acumen with the scripting)
Here it is! https://www.forgehub.com/threads/smooth-linear-motion-in-scripting-tutorial-written.157122/ It does assume some level of scripting understanding, but offers a lot of tiups you may not find elsewhere or know about, so it should help no matter what. If you have questions about anything, feel free to ask in that thread would be best I think. Or anything specific to this map I guess ask here...