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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »how to ad teleporters to a map

Author Topic: how to ad teleporters to a map (27 messages, Page 1 of 1)
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bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 20, 2010 06:43 PM    Msg. 1 of 27       
ok so i wanna ad hidden teleporters to a map, i found the teleporter base files in the Tags/scenery file, what teleporter file do i use for the sending teleporter and the receiving teleporter? or do i assign that to them later on and how would i do that exactly?......


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Dec 20, 2010 06:48 PM    Msg. 2 of 27       
sp or mp?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 20, 2010 06:50 PM    Msg. 3 of 27       
In mp it is done with netgame flags.
tele from 0 to tele to 0
tele from 1 to tele to 1

something like that.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 20, 2010 06:58 PM    Msg. 4 of 27       
well multiplayer i guess, so i need to assign the sender to the receiver? where would i do that in Sapien?


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Dec 20, 2010 06:59 PM    Msg. 5 of 27       
for sp make a trigger volume called teleporter and a cutscene flag at the place u wanna teleport to called tp1. And use this:

(sleep_until (volume_test_objects t1 (players)) 15)
(fade_out 1 1 1 30)
(object_teleport (unit (list_get (players) 0)) tp1)
(fade_in 1 1 1 30)

But it sounds like u mean mp anyway so yeah


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 20, 2010 07:18 PM    Msg. 6 of 27       
i'm sorry, i'm a total...TOTAL noob at this modding stuff, this is what i've done so far, i've watched a tutorial on Utoob on how to ad a weapon, shows how to write script after using HEK+ and Sapien etc.....is there some sort of "Halo modding Dictionary" or something that explains terms used in modding Halo CE? cuz, i have no idea what "trigger volume" or cutscene flag means....
thank you for all your patience peeps....


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Dec 20, 2010 07:30 PM    Msg. 7 of 27       
halo scripting bible, polamee's sp tut (for sp obviously) and p0lar bear's sp tuts v2 (aslo for sp) are the best tuts imo


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 20, 2010 07:34 PM    Msg. 8 of 27       
OFCOURSE! i knew i downloaded that Halo scripting bible for something lol, thanks for reminding me, i hope its in Noob english :P


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Dec 20, 2010 07:36 PM    Msg. 9 of 27       
along with the occasional swear word


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Dec 21, 2010 02:13 PM    Msg. 10 of 27       
No scripting is required for teleporters. In the sapien hierarchy view, go to mission, game data then netgame flags. Place one, and set type to it teleport to. This is where the teleporter will lead to. Place another, set type to teleport from. This is where you walk to activate the teleport. For each set of teleporters, make the team index the same. So you can have a "teleport from" and a teleport to" both set team index of 1, and the "teleport from" will teleport you to the "teleport to".


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 21, 2010 02:21 PM    Msg. 11 of 27       
^ This.
Muscl3r, I thought you knew better...


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Dec 21, 2010 06:31 PM    Msg. 12 of 27       
Mine was for sp not mp. I'm pretty sure i said that.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 25, 2010 02:51 PM    Msg. 13 of 27       
KOO294 said: "No scripting is required for teleporters. In the sapien hierarchy view, go to mission, game data then netgame flags. Place one, and set type to it teleport to. This is where the teleporter will lead to. Place another, set type to teleport from. This is where you walk to activate the teleport. For each set of teleporters, make the team index the same. So you can have a "teleport from" and a teleport to" both set team index of 1, and the "teleport from" will teleport you to the "teleport to".

ok, so i did this, saved senerio and then opened it up to try it out and its hasnt changed at all....what am i missing? btw, i'm trying to place multiple sets of teleporters at each base, will that create any problems? like 6 per side......
Edited by bubbaganoush56 on Dec 25, 2010 at 02:52 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Dec 25, 2010 05:33 PM    Msg. 14 of 27       
Do they all have unique indices? The teleport to and teleport from must have the same, but separate teleporter pairs must be unique.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 25, 2010 10:33 PM    Msg. 15 of 27       
aaaaaahh, i was kinda wondering about that! no they didnt, so for example the first pair are "1" and next are "2", that kinda thing?


XlzQwerty1
Joined: Aug 6, 2009


Posted: Dec 25, 2010 10:39 PM    Msg. 16 of 27       
Yes.

For example

A                           C


____________________


B                           D

Underlines are walls.

A and B are pairs, you want to get from A to B. You can set their numbers as 1

C and D are another pair, you want to set their numbers to something else other than 1, for example, 2, or 3, or so on.
Edited by XlzQwerty1 on Dec 25, 2010 at 10:41 PM


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 26, 2010 01:01 AM    Msg. 17 of 27       
Quote: --- Original message by: Maniac1000
In mp it is done with netgame flags.
tele from 0 to tele to 0
tele from 1 to tele to 1

something like that.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 27, 2010 05:05 AM    Msg. 18 of 27       
ok, so i've added a few so far, saved the scenario in sapien, now everytime i go to try the map out, its like nothing has changed......what gives?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 27, 2010 05:22 AM    Msg. 19 of 27       
Teleport-from is where you step into.
Teleport-to is where you exit out of.

Make both have the same number, and place them in sapien.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 27, 2010 06:09 PM    Msg. 20 of 27       
Quote: --- Original message by: MoooseGuy
Teleport-from is where you step into.
Teleport-to is where you exit out of.

Make both have the same number, and place them in sapien.


yes, i've done that, what i dont understand is when i save the scenario in sapien, how do i test it out in Halo CE? does it save the map that i've changed in the regular "maps" file or somewhere else? cause i'll open Halo and to go and try the map and nothings changed. or am i missing a step in the process? like when i load the map into HEK+ do i rename the map before i load it or after i've changed it in sapien, because i've done that and it'll save as the name i give it, but not as a map file, so i cant load it.
i'm getting a headache :(


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 27, 2010 08:11 PM    Msg. 21 of 27       
you must save then compile a map from the scenario.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 27, 2010 08:53 PM    Msg. 22 of 27       
i'm so ahead of myself its not funny, ok so how does one compile a map? is it hard? is there a button i can just push on my keyboard that'll do that? i know what the answer to the last question will be (cause i looked and it ain't there)...dagnabbit!!


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 27, 2010 09:01 PM    Msg. 23 of 27       
tool build-cache-file levels\whereever_your_file_is_located_\name_of_jms

i think its that.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 27, 2010 09:29 PM    Msg. 24 of 27       
ok, so i've opened Tool++ selected build cache, loaded map scenario location, then hit "Run tool", now i've got a little hour glass thingy, how long does it normally take to build a cache?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 27, 2010 09:59 PM    Msg. 25 of 27       
for me?
maybe 1 min.


bubbaganoush56
Joined: Nov 27, 2010


Posted: Dec 27, 2010 10:07 PM    Msg. 26 of 27       
so what is the speed of compiling normally dependent on? Ram or ? i'm trying to do all this on a dinosaur of a HP with the following:

Win XP home edition
version 2002
AMD Athlon 64 Processor
3300+
2.41 GHz, 1.00 GB of RAM

so all of that awesome pc power combined with the fact that i'm a total Newb at this modding thing, is why i'm asking so many kwestions. i am very appreciative to the fact people are helping me here, thank you all who have had the patience to try and help me understand this process.
oh and there will be more questions.......
Edited by bubbaganoush56 on Dec 27, 2010 at 10:12 PM


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 28, 2010 05:51 AM    Msg. 27 of 27       
Due to your low specs, I would imagine a map taking at least 2 minutes to compile, based on amount of content. Compile the map, wait for it to finish completely, then load your map in Halo, and you can test your teleporters and whatever else.

 

 
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