Vehicles not showing up...
Vehicles not showing up...
I made this .scenario (most of it pre-made) and most of the vehicles dont show up... what's the problem, nothing seems wrong...
- Attachments
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- Obliteration-Cove.rar
- Cool vehicles, why wont they work?
- (5.41 KiB) Downloaded 38 times
-
- Posts: 19
- Joined: Sat Nov 05, 2005 10:50 am
Have you fixed the globals tag? Edit it in Guerilla (Remember to make a safe copy/backup!) then scroll to Vehicles and replace the current ones with the ones you want in your map. Compile with that Globals.global tag in your tags folder.. and you should be good to go. Also, make sure they actually have spawns in game (When you place a vehicle spawn, check the spawn boxes in the properties pallette).
One day, grunts WILL rule the world. And they will all stay at your house. On thursdays.
I've had the same problem and it is indeed with the globals that the problem lies.
The globals restricts the number of vehicles that can be used online so you have four choices
1) Modify the globals (as stated above). This still limits you to 6 vehicles but you can choose whcih 6 they will be
2) Switch it into a single-player map. This means no vehicle limits but you can't play online.
3) Use the infinite vehicles script. Yes, INFINITE.
Create a level folder inside your data folder with a mirrored pathname of your map. So for:
X:Halo Custom Edition/tags/levels/Obliteration-Cove/
Create a folder with the same name in the data folder
X:Halo Custom Edition/data/levels/Obliteration-Cove/
Inside the data folder of your level create another folder for scripts
X:Halo Custom Edition/data/levels/Obliteration-Cove/scripts (make sure it's lowercase lettering)
Create the following in Notepad.....and save Obliteration-Cove.hsc (Change the "save as type" from 'Text Documents' to 'All Files' and save it in the Obliteration-Cove data-scripts folder
X:Halo Custom Edition/data/levels/Obliteration-Cove/scripts)
Now just open Sapien and in the heirarchy view go to the scripts branch
Mission->AI_>scripts
On the Propeties Palette type in the name of the script (Obliteration-Cove in this case) and create a new instance in the Heirarchy View and you should see it listed.
Then finally go to the File menu and select the option Compile scripts and if everythings gone right you should see "scripts compiled successfully" in the game window
And if you need proof that it works
Alonewinder and Alone Island both have a similar script in use
Last option 4) Use devmode to spawn each individual vehicles with the object_create_anew command
So using object_create_anew lifepod would spawn the vehicle named lifepod
This is conditional on you being server and if you're online having a AllDev trainer in use by the server
The globals restricts the number of vehicles that can be used online so you have four choices
1) Modify the globals (as stated above). This still limits you to 6 vehicles but you can choose whcih 6 they will be
2) Switch it into a single-player map. This means no vehicle limits but you can't play online.
3) Use the infinite vehicles script. Yes, INFINITE.
Create a level folder inside your data folder with a mirrored pathname of your map. So for:
X:Halo Custom Edition/tags/levels/Obliteration-Cove/
Create a folder with the same name in the data folder
X:Halo Custom Edition/data/levels/Obliteration-Cove/
Inside the data folder of your level create another folder for scripts
X:Halo Custom Edition/data/levels/Obliteration-Cove/scripts (make sure it's lowercase lettering)
Create the following in Notepad...
Code: Select all
(global boolean is_server false)
(script startup load_settings
(if (!= (unit_get_health (unit warthog)) -1)
(begin
(set is_server true)
(object_create_anew covenantdropship)
(object_create_anew lifepod1)
(object_create_anew lifepod2)
(object_create_anew wasp1)
(object_create_anew wasp2)
(object_create_anew wasp3)
)
)
)
X:Halo Custom Edition/data/levels/Obliteration-Cove/scripts)
Now just open Sapien and in the heirarchy view go to the scripts branch
Mission->AI_>scripts
On the Propeties Palette type in the name of the script (Obliteration-Cove in this case) and create a new instance in the Heirarchy View and you should see it listed.
Then finally go to the File menu and select the option Compile scripts and if everythings gone right you should see "scripts compiled successfully" in the game window
And if you need proof that it works
Alonewinder and Alone Island both have a similar script in use
Last option 4) Use devmode to spawn each individual vehicles with the object_create_anew command
So using object_create_anew lifepod would spawn the vehicle named lifepod
This is conditional on you being server and if you're online having a AllDev trainer in use by the server
- Attachments
-
- Obliteration-Cove Modded Scenario and Script.rar
- A slightly modded scenario along with the script and a guide on how it works.
Although it can create infinite vehicles your PC can't render infinite vehicles. This just allows you to have more than six types - (5.97 KiB) Downloaded 13 times
Major Tom, ALONE
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- llamaboy772
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- llamaboy772
- Posts: 729
- Joined: Mon Apr 05, 2004 2:29 pm
- Location: The diamond in the rough...
- Contact: