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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Gondola possible?

Author Topic: Gondola possible? (15 messages, Page 1 of 1)
Moderators: Dennis

Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 10, 2009 09:26 PM    Msg. 1 of 15       
In my previous thread, I was asking if a Gondola, a moveable device that transports the player from place to place, was possible in CE SP. The answer was yes. Now, my question is, can someone make it for me?

Its possible. Proof is the exhaust coupling in The Maw; when you stand on it, as it moves backwards, it carries you backward.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Apr 10, 2009 10:09 PM    Msg. 2 of 15       
Quote: --- Original message by: Polamee
Its possible. Proof is the exhaust coupling in The Maw; when you stand on it, as it moves backwards, it carries you backward.
POssible in a single player only. It will not sync in a multiplayer game.


Mythril
-
Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 10, 2009 10:16 PM    Msg. 3 of 15       
Actually, it should be able to sync. The elevator in RPG Beta 6 synced well enough.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 11, 2009 01:16 PM    Msg. 4 of 15       
^ That's only because the elevator in PRG Beta 6 looks like it syncs with a script I made. Dennis just means it wouldn't sync by itself, which is true.

Syncing a Gondola might be a lot harder than syncing an elevator, but the same concept of using hogs and bipeds can be used to do it. It would just be a lot more noticeable when a player joins in the middle of the Gondola moving. They would see the players supposedly in the Gondola falling and warping back up to a point in the middle of the Gondola's path.


randomteddybear
Joined: Jul 14, 2008


Posted: Apr 11, 2009 02:33 PM    Msg. 5 of 15       
Quote: --- Original message by: Me KS
^ That's only because the elevator in PRG Beta 6 looks like it syncs with a script I made. Dennis just means it wouldn't sync by itself, which is true.

Syncing a Gondola might be a lot harder than syncing an elevator, but the same concept of using hogs and bipeds can be used to do it. It would just be a lot more noticeable when a player joins in the middle of the Gondola moving. They would see the players supposedly in the Gondola falling and warping back up to a point in the middle of the Gondola's path.



maby you can have so it wont allow player to spawn while the gondolla is enroute


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Apr 11, 2009 04:02 PM    Msg. 6 of 15       
Quote: --- Original message by: Me KS
^ That's only because the elevator in PRG Beta 6 looks like it syncs with a script I made. Dennis just means it wouldn't sync by itself, which is true.

Syncing a Gondola might be a lot harder than syncing an elevator, but the same concept of using hogs and bipeds can be used to do it. It would just be a lot more noticeable when a player joins in the middle of the Gondola moving. They would see the players supposedly in the Gondola falling and warping back up to a point in the middle of the Gondola's path.



all in all, it's only a sideway elevator. The problem is that instead of beeing a 5 seconds delay between Low and High position it may be 40 seconds which means it could only be re synced after that delay for joining players. That new thing you tryed with 4 hogs, could it help?


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 11, 2009 11:14 PM    Msg. 7 of 15       
I don't need it to sync; its for SP.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 11, 2009 11:15 PM    Msg. 8 of 15       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Polamee
Its possible. Proof is the exhaust coupling in The Maw; when you stand on it, as it moves backwards, it carries you backward.
POssible in a single player only. It will not sync in a multiplayer game.

Edited by Gamma927 on Apr 11, 2009 at 11:15 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 12, 2009 09:31 PM    Msg. 9 of 15       
Quote: --- Original message by: randomteddybear
maby you can have so it wont allow player to spawn while the gondolla is enroute


It's not about when players spawn, it's about when they join the game.

Quote: --- Original message by: OpsY
all in all, it's only a sideway elevator. The problem is that instead of beeing a 5 seconds delay between Low and High position it may be 40 seconds which means it could only be re synced after that delay for joining players. That new thing you tryed with 4 hogs, could it help?


Yeah, it would help slightly. The extra hogs are there for trying to help out with that same delay you're referring to. They just snap the device's position to the right ending position if the server's elevator has reached one of the ending positions.

So, say a player joins when on the server the gondola is halfway to its "1" position, basically at its "0.5" position. On the client's side, the biped for moving to the "1" position is immediately killed, and so the Gondola starts moving from the "0" position. Without the extra hogs, the client would have to wait until its Gondola reaches "1" before the Gondola is synced with the server again.

But, with the extra sync bipeds, when the server's Gondola reaches the "1" position, another biped is killed. On the client side, the Gondola would only be at its "0.5" position when this happens, and noticing that the biped is killed, the client then repositions its Gondola at "1" immediately, syncing the Gondola twice as quickly than the older method. This is what I did with the elevator in RPG Beta 6.

So yes, it would help, but there would still be a period where the Gondola won't be synced. In theory, I could pile on an infinite number of hog-biped pairs for as many positions of the device as I wanted to, and it would help out with this issue a LOT since there would be many positions where the server updates the position to the clients, which would greatly reduce the problem with players joining while the device is moving. E.g., a hog for the "0.1" position, a hog for the "0.2" position, etc. etc. all the way to the "1" and "0" positions. And it wouldn't be that hard to add to the script.

But, it's really impractical to do something like that. I would need 10 hogs in addition to the usual 2. That makes 12 hogs and 12 bipeds. And that's a little crazy. Hell, if I wanted to I could add 100 hog-biped pairs, one for each "0.01" increment in position. Of course, that would probably lead to massive lag and then an exception. That's just retarded.

But, for something like a Gondola that travels a long way, having many points where the server updates the Gondola's position to the clients through the hog-biped pairs might be very helpful.

And so ends another of my walls of text.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 12, 2009 09:41 PM    Msg. 10 of 15       
^epic


Advancebo
Joined: Jan 14, 2008


Posted: Apr 12, 2009 09:49 PM    Msg. 11 of 15       
^Thats a lie.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 12, 2009 10:13 PM    Msg. 12 of 15       
Quote: --- Original message by: grunts7
Your right. He didn't use hogs, he used weapons with explosions attached to them . Don't believe me? Rambo did it, ask him.


I semi-believe you. In Coldsnap, Tiamat used assault rifles with explosions that kill bipeds just on top of them so that the scripts could determine what game type it was. Same idea could be used for syncing if the weapons are named. Only reason I doubt that is ... why would he sync the position down to 200 segments? Seriously, that means he synced it down to increments of "0.005".
Edited by Me KS on Apr 12, 2009 at 10:23 PM


Advancebo
Joined: Jan 14, 2008


Posted: Apr 13, 2009 07:51 AM    Msg. 13 of 15       
What about Z coagulation and sanctuary? How there are different vehicle setups if you change the number of vehicles in the gametype.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 13, 2009 08:38 AM    Msg. 14 of 15       
Scripts? Just changing whats spawning for each gametype?


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Apr 13, 2009 11:49 AM    Msg. 15 of 15       
Quote: --- Original message by: Higuy
Scripts? Just changing whats spawning for each gametype?


If you're talking about the coldsnap scripts that check the game type, then yeah. It's for changing which scenery spawns depending on the game type. E.g. in Race, there are platforms that bridge the gap between the two sides of the map that don't spawn in other game types. Things like that.

 

 
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