Weapon Pickup Scripting

Discussion in 'Halo and Forge Discussion' started by Rethal, Dec 16, 2016.

  1. Rethal

    Rethal Ancient
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    Anyone know a good way to have a script activate when you pick up a weapon without having it activate without having picked it up? Is it limited to just boundary perfection?
     
  2. Architex

    Architex Legendary
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    Doesn't quite seem to be possible to set a trigger for when a weapon is interacted with, so you may be stuck to utilizing some careful boundaries. Alternatively, you could have players need to interact with a switch or button in order to access the weapon, which would give you a trigger to work with.
     
    #2 Architex, Dec 17, 2016
    Last edited: Dec 17, 2016
  3. Rethal

    Rethal Ancient
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    That's sort of what I'm doing. Unfortunately I am trying to create a class based game wherein your weapon defines your class and prevents you from picking up weapons any more.
    Essentially what I originally wanted to do was change your starting weapon in Traits, but that's not part of traits. So I'm sort of just trying to hack together some pieces to make it work. Looks like I'm limited to boundaries... but you can see why I wouldn't want the boundary to work before picking it up
     
  4. Rethal

    Rethal Ancient
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    Okay I just got an idea.
    Would it be possible to do like this?
    Create an area that labels the player with a specific label. Create a boundary around where the weapon is contained (and maybe make the weapon fixed/phased), and then make it so when the object with a specific label leaves the boundary of its spawn, it applies a trait configuration to the player with the appropriate label.

    Would this be possible? Also, is it possible to create a respawn point that only works for a specific player?
     
  5. Architex

    Architex Legendary
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    That idea is possible to set up, but I am not too confident it'll perform in the manner you'd like. I set this up with three objects: a DMR and two script brains with boundaries. The key is, one boundary (yellow) surrounds the weapon and set to send a message on ALPHA when a PLAYER leaves the boundary. The other brain (red), applies a label to everything within its own, outer boundary. In theory, that means the PLAYER exiting the weapon's "spawn" should get the label being applied by the red brain. Here, I think the problem is Traits and Label's can't be assigned to individual players, only to boundary areas and objects.
    Halo 5_ Forge 12_17_2016 6_23_28 PM.png Halo 5_ Forge 12_17_2016 6_15_10 PM.png
     
  6. Rethal

    Rethal Ancient
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    Thanks but I figured out the workaround I'm gonna use. Essentially, the classes will all have some base weapon that will suck and then be able to enter a room. That room is specific to their class. It will have the weapons available to their class within. Upon exiting that room via teleporter, their class traits will be applied - upon reentering the room after death, traits will be removed.

    I still don't know how to make a respawn specific to a player, that would be very useful. I'll also be working on the forced entry of a player from the starting zone into a class room and the class room into the play zone, as well as "squad spawn" teleporter receivers that follow teammates around and allow deceased players to join the action with a random teammate. Or a specific one, I'm undecided.
     
  7. TAxxOUTBR3AKxx

    TAxxOUTBR3AKxx Ancient
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    Out of curiosity, couldn't you just make like a "mantle" display of the classes on a wall and place an Interactive switch underneath each one that when activated, applies 1 of the 5 trait settings to the ACTIVATOR? Then set the traits in the menu to what you want?
     
  8. Rethal

    Rethal Ancient
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    So that would work for trait properties but if you take a look at my thread about Fireteam Slayer you'll see more of why it's tied to a specific weapon. I figured out how to get around all my problems though :)
     

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