Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
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oVR

General
Trouble with spawning AA on player when pickup powerup

13 posts in this topic

<Trigger trigType="Incident" name="IncidentTrigger">        <Elements>          <E type="Action" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" name="Incident">                  <Param type="IncidentIdRef">player_activated_red_powerup</Param>                </E>                <E type="Action" name="IncidentGetCausePlayer">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                </E>                <E type="Action" name="CreateObject">                  <Param type="ObjectTypeIndex">forerunner_vision_pve</Param>                  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch0" />                  <Param type="ObjectReference" varRefType="Player.SlaveObject" dataType="PlayerScratch0" />                  <Param type="ObjectFilterIndex">NONE</Param>                  <Param type="CreateObjectFlags">0</Param>                  <Param type="Point3d" />                  <Param type="NameIndex">NONE</Param>                </E>              </VT>            </Param>          </E>          <E type="Action" name="Branch">            <Param type="VirtualTrigger">              <VT type="VirtualTrigger">                <E type="Condition" name="Incident">                  <Param type="IncidentIdRef">player_deactivated_red_powerup</Param>                </E>                <E type="Action" name="IncidentGetCausePlayer">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                </E>                <E type="Action" name="PlayerGetArmorAbility">                  <Param type="PlayerReference" varRefType="ExplicitPlayerType" dataType="PlayerScratch0" />                  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch0" />                </E>                <E type="Action" name="DeleteObject">                  <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="ObjectScratch0" />                </E>              </VT>            </Param>          </E>        </Elements>      </Trigger>

Any ideas on how to make it work?

Edited by oVR

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Are you sure player_activated_red_powerup is a valid Halo 4 incident? I thought it was just a Reach leftover.

 

That could be it. What would be the h4 equivalent?

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That could be it. What would be the h4 equivalent?

 

its anaction called playerapplypowerup & you choose your powerup if I'm thinking you are using it for color that is.

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its anaction called playerapplypowerup & you choose your powerup if I'm thinking you are using it for color that is.

 

this is all i found on the matter:

-<Action name="PlayerApplyPowerup" DBID="206" template="PlayerBase"><Param name="Type" type="PowerupType" sigID="1"/></Action>

How would i use that to make it so that DB gives players pro vis?

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PlayerApplyPowerup is an action to grant the powerup traits. You're looking for power-up activation/deactivation incidents, which would be conditions. Assuming you want these power-ups available on-map, and not just via megalo.

[not sure what will work, but PlayerApplyPowerup won't]

Edited by Gordon

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yes i want the AA to be spawned(given) to the player that picks up the powerup which in this case is damage boost

 

any incident for damage boost activation/deactivation? 

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PlayerApplyPowerup is an action to grant the powerup traits. You're looking for power-up activation/deactivation incidents, which would be conditions. Assuming you want these power-ups available on-map, and not just via megalo.

[not sure what will work, but PlayerApplyPowerup won't]

 

But you do know one of the traits of the powerups is to change the aura from red, blue, green, or flood as its a trait prettymuch. It was a make shift idea is all I was getting at. Also you can make a custom one powerup by copying one of the powerups and renaming it to Custom. :smile: But you'd need to to make another trigger afterwards to keep it running, do to the duration max. That was one of my goals at one point in time, to use it to make a layer flash, but I kept messing somethings up. 

Edited by Cosmic lightning

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yes i want the AA to be spawned(given) to the player that picks up the powerup which in this case is damage boost

 

any incident for damage boost activation/deactivation?

There might be but I don't know of it. I do know that you can set it up so picking up an AA will grant a powerup or apply traits, so you could use AAs as pickups if that works and get the DB effect while carrying PV. You could also set it to only apply the DB effect while PV is active if that appeals to you.

But you do know one of the traits of the powerups is to change the aura from red, blue, green, or flood as its a trait prettymuch. It was a make shift idea is all I was getting at. Also you can make a custom one powerup by copying one of the powerups and renaming it to Custom. :smile: But you'd need to to make another trigger afterwards to keep it running, do to the duration max. That was one of my goals at one point in time, to use it to make a layer flash, but I kept messing somethings up.

The power-up effects are just appearance traits. You can access them via any playertraits. Leader Traits for example. Power-ups are just traits conveniently set up with timers, linked to objects. If you want to make a player strobe or flash a colour all you need to do is run a timer and have it apply one of two trait sets based on it's value and keep resetting the timer when it runs out.

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Why not just attach the AA to the boost, then make the AA invisible.

 

Oh wait, this ain't Reach, so you can't place (or create) the three boosts. Yipee for ordnance.

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There might be but I don't know of it. I do know that you can set it up so picking up an AA will grant a powerup or apply traits, so you could use AAs as pickups if that works and get the DB effect while carrying PV. You could also set it to only apply the DB effect while PV is active if that appeals to you.

The power-up effects are just appearance traits. You can access them via any playertraits. Leader Traits for example. Power-ups are just traits conveniently set up with timers, linked to objects. If you want to make a player strobe or flash a colour all you need to do is run a timer and have it apply one of two trait sets based on it's value and keep resetting the timer when it runs out.

This was my idea when I tried it the time, I had most things working except the timer, but I could care less now as I don't mod halo 4 anymore. Its fun lasted, but Minecraft is more Fun. ;)

 

Powerup's Available = Yes

PlayerTraits Available = No, Used Up. ;)

Timers Available = Yes

Flashing on/off 30 seconds Yes

Reset Power Up = Yes

Reset Timer = Yes

 

Make shift Long term player trait with no time or choose your time. 

 

I was thinking he could do that for this, but he wanted something entirely different. So facepalm on my side of the tree. 

 

 

But anyway I stopped modding halo 4 now & gone to building creative & fun redstone inventions in minecraft. ;) 

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solution for this?

 

trying to make it so that damage boost gives player an AA and then deletes it when its over

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Well if you want to use the actual powerups, test incidents with chudmessages I guess. Beyond that you could use dominion switches and apply powerups and create AAs accordingly.

Hmm - if the incidents don't work, maybe run an oneachobject trigger/sub checking for player proximity and objectissametype, flag a variable, and if it gets deleted (or acquires an owner/parent - not sure how that works) spawn the AA with a playertimer to delete it? (sorry if this is hard to read - typing one-handed with my son in one arm lol)

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