Here's how you make an opening and closing door controlled by a switch Spawn an interaction terminal and your door of choiceFor the terminal:Script-<Condition> On interaction <Action> Power: SetChannel (Whichever one you need)State Toggle For the door:Script 1-<Condition> On Message RecievedChannel Whichever one you already chose in the terminal script <Action> Power: Set Channel Same channel again State Toggle Script 2-<Condition> On Power: StateChannel Same channel again State On<Action> Move Offset Change the X/Y/Z and time to whatever you want Script 2-<Condition> On Power: StateChannel Same channel again State Off<Action> Move Offset Change the X/Y/Z to the negative of what you set in Script 2
Quote from: Lemnator on December 17, 2015, 08:16:26 PMHere's how you make an opening and closing door controlled by a switch Spawn an interaction terminal and your door of choiceFor the terminal:Script-<Condition> On interaction <Action> Power: SetChannel (Whichever one you need)State Toggle For the door:Script 1-<Condition> On Message RecievedChannel Whichever one you already chose in the terminal script <Action> Power: Set Channel Same channel again State Toggle Script 2-<Condition> On Power: StateChannel Same channel again State On<Action> Move Offset Change the X/Y/Z and time to whatever you want Script 2-<Condition> On Power: StateChannel Same channel again State Off<Action> Move Offset Change the X/Y/Z to the negative of what you set in Script 2 I barely got it in H2A, I was able to recreate a combination lock for one of my maps.How's scripting in 5? is it similar is it to H2A?
is everyone just going to ignore that we're at 117 pages
Quote from: Cup-O on December 18, 2015, 09:27:51 AMis everyone just going to ignore that we're at 117 pagesAND HIS NAME IS JOHN ONE-ONE-CENA!
One thing missing from the scripting is a way to have doors open automatically like in the campaigns when a player is near.
Quote from: Lemnator on December 18, 2015, 03:15:58 AMOne thing missing from the scripting is a way to have doors open automatically like in the campaigns when a player is near.Are there no activation volumes like there were in H2A?
https://www.youtube.com/watch?v=sWVWW2ulby8Well. That's... Weird.
I seriously don't understand why some of you hate the idea of guests because they're supposedly so terrible. Just got done playing an Arena slayer game (I went 17 kills 11 deaths) with two of my team mates going 2 kills 15 deaths and 1 kill 11 deaths. I'm finding just as many terrible solo players now as I did terrible guests back on Halo 3 and Reach.That being said, I have to admit that 343 did a pretty good job with weapon balance. It's nice to see how weapons that used to be heavily outclassed or only situationally good are now actually usable.
I've finally got a Scout helmet and don't know what to do with my life. Work for Mark IV I guess
get off of r/halo
Someone's making a map based on the Gas Minehttp://xboxdvr.com/gamer/VVOBBLY%20JOE/video/13417537