Scripting timer help!

Discussion in 'Halo and Forge Discussion' started by GrinningTybo, May 28, 2016.

  1. GrinningTybo

    GrinningTybo Legendary

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    Anybody have a good method of making a timer that starts at the beginning of a match and lasts longer than 2 minutes? I'm working on an object that needs to start moving at 3:50 into the match so that it is in the correct position at 4 minutes.
     
  2. Art of Guilt

    Art of Guilt Legendary

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    Put the delay timer of the script at 350. If it has to spawn or move this isn't to hard,

    If you want an object to rotate or move back and forth you will need the object to have 2 separate rate scripts with a repeat timers that coincide
     
    #2 Art of Guilt, May 28, 2016
    Last edited: May 28, 2016
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  3. Rabid Hogs

    Rabid Hogs Legendary
    Senior Member

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    I'm not sure what Art of Guilt is trying to say, so here's my solution:

    On script brains:
    Script 1:
    Initial delay: 110
    Repeat: 120
    Action: send message alpha

    Script 2:
    Initial delay: 120
    Repeat: 0
    Action: bravo on

    Script 3:
    (Multiple inputs required thing)
    Minimum: 2
    If: bravo on
    And: message alpha
    Action: send message Charlie

    Script 4:
    Initial delay: 115
    Repeat: 120
    Action: send message delta

    Script 5:
    Initial delay: 120
    Repeat: 0
    Action: echo on

    Script 6:
    (Multiple inputs required thing)
    Minimum: 2
    If: echo on
    And: message delta
    Action: bravo off

    Have your object move on message Charlie. If you have the time it takes to move set to 10 sec then it will start moving at 3:50 and finish moving at 4 min. These scripts can be on a script brain, but I'm not sure they'll all fit on one.

    Explanation:
    Script 1 will trigger at 110 sec (1:50) and then 230 sec (3:50) and every 120 sec increment after (only these first two are important to note) To send message charlie, bravo needs to be on. Bravo turns on at 120 sec, so it doesn't coincide with the message at 110 sec, but since its now on, both requirements will be met at 230 sec. This sends message charlie which should be used to activate whatever object you have.
    Scripts 4-6 are basically copies of the first scripts but these will culminate in turning bravo off at 335 sec (3:55) This prevents the scripts from sending another message to Charlie.
     
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  4. GrinningTybo

    GrinningTybo Legendary

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    The problem is that timers don't go more than 120 seconds.

    Thank you @Rabid Hogs, I will try this as soon as I can. In theory it should work perfectly. I always test on visible objects before I switch to script brains.
     
  5. Art of Guilt

    Art of Guilt Legendary

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    What I was trying to say is you either need it to be a functional part of your map or you need a huge script brain that sends multiple messages.

    Prop 1 on delay spawn turn alpha power on.

    Prop 2 upon alpha power on send MSG to bravo.

    Prop 3 (your object) upon MSG to bravo spawn object.

    You'll need to take that 350 seconds and split it up between a number of other spawns, scripted objects.

    Object A (not seen) will cause a chain effect that will spawn your object.
     
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  6. Yumudas Beegbut

    Yumudas Beegbut Legendary
    Wiki Contributor Senior Member

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    I'm gonna test this idea for counters and sequences very soon, but it might work for extended timers too.

    Basically, just script a kill ball (that's out of the playing area) to move a set distance every time a trigger (message or timer) happens:
    KILL BALL (phased, I guess)
    (On Timer: Initial Delay=30: Repeat=100) {Move:Offset: X=10: Y=0: Z=0: Time=0.1, Local=Off}

    Then put something that will be destroyed by a kill ball (explosive, vehicle, turret, etc) 20 feet in the direction the kill ball will move and add a script to react when it gets destroyed. Make sure it won't respawn before the kill ball is clear:
    EXPLOSIVE (Respawn=Off or >100)
    (On Destoryed) {Message:Send: Channel=alpha}

    So the ball will move 10 units in the positive X direction every 100 seconds, starting 30 seconds after the match start. At 230-230.1 seconds the ball will destroy your object and send the message. Change up the channels, times, directions etc to suit your needs.

    I guess the ball will keep moving every 100 seconds... maybe aim it towards the sunset or a large pile of explosives.
     
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  7. GrinningTybo

    GrinningTybo Legendary

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    Works almost perfectly! The only problem is there is 13 seconds that scripts start counting during the intro but not for other rounds so it will work fine if I add 5 extra seconds. Thanks so much! :)
     
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  8. Rabid Hogs

    Rabid Hogs Legendary
    Senior Member

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    Glad to hear it works. Make sure to have the initial delay on script 1 less than the initial delay on script 4. Other than that though changing the time should be fine.
    As a note, I'm not sure if powering a channel counts as a message, so I used different channels for each step. If power changing doesn't count as a message, then the amount of channels used could probably be condensed if needed, but I don't know.
     
  9. GrinningTybo

    GrinningTybo Legendary

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    Not sure but it works now and I have spare channels :doublekill:
     
  10. Sn1p3r C

    Sn1p3r C Halo 3 Era
    Creative Force

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    What I like about this method is that it gives us a tighter 'clock' than the one second increments on repeat timers, which lets us Rube Goldberg rotation scripts a bit.
     
    Yumudas Beegbut and GrinningTybo like this.

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