So I am in the middle of working on my infection map as of right now, its been a little bit since I got into it and started it back up again. Taking reference from Halo CE, i tried to recreate a door, that when set to specific scripting, wont spawn in the places I put them into. Aside from that, the objects will either be not there or spawned in front or is in different areas which of course they werent placed there. I dont know if this has to do with scripting or the objects at hand but its coming down to the point where its becoming bothersome. I have tried deleting everything that is associated with making the door and tried placing everything again to see if that would clear it up any and sadly no anvil. I was wondering if anyone else could shed some reason on why this is happening or if anyone else is experiencing the same thing. Out of the whole map, I have one scripting and that is for an elevator. Thats it.
I may be able to help, just need to know a few things. Are the objects that make up the door grouped or welded? How many pieces total are on the map currently? What are the scripts you're using?
There are 776 objects in total on the map so far, the objects are not wielded together or grouped and the scripts I am currently using involve the "door" pieces to move offset whenever a switch is pressed. I have one piece going vertical, and the others going horizontal in opposite directions.
If Reina hasn't solved this one yet, let me ask a couple more questions. What physics (normal, phased, fixed) are the door objects set to? Do they phase into nearby objects, which would also need to be phased? When you say the objects are not spawned, are they set or scripted to despawn or would they be missing because of the move scripts going haywire? Can you tell us what the actual scripts are or are they hush hush? For this I'd start with the door closed and try something like: (On Power: alpha: On) {Move Offset: XYZ=?: Time=?: Local Movement=Off} (On Power: alpha: Off) {Position Reset: Time=?: Reset Velocity=True} This generally works fine for phased objects, except they usually end up slightly out of place. Turning Local Movement Off so you're using world coordinates is easier and more reliable since it doesn't depends on which way the objects face. Since the objects are way out of place, I suspect the move scripts are being called extra times. If you're using messages, try switching over to power channels.
I never touched scripting at all but have you checked the game mode labels under object properties? Probably you have but that's the only thing I can bring to the table...