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Vehicles not showing up...

Posted: Wed May 17, 2006 6:57 pm
by supacasey
I made this .scenario (most of it pre-made) and most of the vehicles dont show up... what's the problem, nothing seems wrong...

Posted: Wed May 17, 2006 8:57 pm
by Guest
Wrong forum try in the support section.

Posted: Thu May 18, 2006 6:02 pm
by xAm3ricanDreamx
it still a map download (i think) so hes in the right forum. The question maybe in the help section.

Posted: Thu May 18, 2006 6:46 pm
by SHOUTrvb
Someone who can, can go ahead and answer his question. I'll move either when he's been helped or can't be helped.

Posted: Thu May 18, 2006 10:09 pm
by Diablo65
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).

Posted: Sun May 28, 2006 7:09 am
by PsiMatrix
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...

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)
                       )
               )
)
..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

Posted: Sun May 28, 2006 8:01 am
by llamaboy772
thanks alot, even though this isn't my thread, that solves a question i posted in the halo CE forum. A better example would be coldsnap though,
it has like 10 different vehicles.

Posted: Sun May 28, 2006 12:32 pm
by SHOUTrvb
PsiMatrix wrote:*Helpful Post*
+1 :o

Posted: Sun May 28, 2006 1:46 pm
by llamaboy772
PsiMatrix, you should post this in the tutorials section.