Scripting help with Stronghold castle siege map

Discussion in 'Halo and Forge Discussion' started by SlickRick 986, Jan 12, 2017.

  1. SlickRick 986

    SlickRick 986 Legendary

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    The scenario:


    As the title notes, I’m designing a medieval castle siege objective map and as you might guess the basic premise is the defenders spawn in the castle and the attackers spawn on the beach; in-between the two spawn areas I’ve constructed 3 siege towers from which the attackers are to mount their offence. These 3 siege towers are to be the location of the 3 Stronghold terminals.

    At the start of the game, Stronghold terminal #1 is to be active leading the attackers to capture the first siege tower (with the defenders obviously trying to prevent this). If the attackers capture Stronghold #1, the siege tower is then “unlocked” and the attackers are provided access to the top of the tower via a grav lift. Capturing Stronghold #1also automatically activates Stronghold terminal #2, leading the attackers to the accompanying siege tower in attempt to capture it as well. The same above process continues on to Stronghold #3

    Note: once Strongholds have been captured by the attackers, the terminals either despawn or turn off so the defenders cannot capture them.


    The problem:

    I cannot figure out how to script the Stronghold terminals to:
    1. Spawn in a sequential order (i.e.: Stronghold #1 on match start, once captured activate Stronghold #2, then #3 etc.)
    2. Once a Stronghold is captured: spawn/activate/provide access to a grav lift
    3. Once a Stronghold is captured: despawn or lock so defenders cannot capture it.

    Hopefully I’ve described the above thoroughly, and any help with scripting will be appreciated. I’ve searched online for help but all the tutorials seem to be about doors. Thanks in advance!
     
    Buddy Jumps likes this.
  2. Buddy Jumps

    Buddy Jumps Jumpmaster
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    Score condition with a followed action could be the deal for this kind of map. If the score is at 1, the first terminal would despawn, the second terminal would spawn in, and so on.
    I don't know if a spawned in terminal still counts as an captureable objective, so you would have to test that out. If it does, you wouldn't need to cover up the two remaining strongholds and then make them free afterwards.

    But I think you get the basic idea. If the blue team captures the first stronghold, the score is going up to 1 allowing you to use the script condition "Round: Score" or "Score", following several actions, like spawning in the grav lift. Then you do the same thing with the score 2 and 3 (Score 3 would end the round).
     
  3. SlickRick 986

    SlickRick 986 Legendary

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    Thanks for your help, I'll give the above a shot.

    I did some more digging and I saw a similar question on another website asking about sequential terminals and the response was this:

    "If you're talking about just chaining scripts together, at the end of your script just add a script that simply sends a message on Alpha channel. Then have another script say {On Message Received: Alpha, (Action)}."
     
  4. Buddy Jumps

    Buddy Jumps Jumpmaster
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    One of the actions I talked about above would of course be "Message: Send", so you can target other objects to do something. I just thought I wouldn't need to mention that.
     

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