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Author Topic: An idea of how to implement Multiplayer Firefight (37 messages, Page 1 of 2)
Moderators: Dennis

Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 28, 2009 10:05 PM    Msg. 1 of 37       
Ok, roll with me on this.

Basically Destructible vehicles are unable to respawn in a multiplayer map because theu don't sync, so here is my idea.

You have all the players spawn on a space ship or something with a hangar full of drop pods.

You make all the drop pod destructible vehicles and make them the only way to make it down to the map below the space ship.

Thus once you use all the drop pods on the space ship they will cease to spawn and if a player is killed they will spawn inside the ship and not be able to get down to the other players below and participate in the fight, and maybe you make a glass observation deck with binocular weapons for players to view the other players below.

And so every drop pod would equal a life thus letting you set lives.


Now if only we could figure out a way to give the enemies AI on the ground and have them spawn in waves...


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Sep 28, 2009 10:07 PM    Msg. 2 of 37       
the ai still wont sync, but your idea for drop pods is pretty clever.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 28, 2009 10:15 PM    Msg. 3 of 37       
Quote: --- Original message by: Donut
the ai still wont sync, but your idea for drop pods is pretty clever.

Meh, someone came close once. The only problem is that the methods of syncing some normally badly syncable stuff are for higher-end PCs sense lower end would lag to death.


chrisk123999
Joined: Aug 10, 2008

=CE= Chris [Captain] [=]


Posted: Sep 28, 2009 10:19 PM    Msg. 4 of 37       
You can't sync AI. This has been discussed to death.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 28, 2009 10:30 PM    Msg. 5 of 37       
I know Ai doesn't sync... which makes me very sad... Although you could just have crappy AI and try really hard to find a way just to make them spawn in waves, though gameplay would be quite bad.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 28, 2009 10:33 PM    Msg. 6 of 37       
Does anyone know that video on Youtube with the guys playing Library Coop and the AI half-synced?


pwner5889
Joined: Jun 13, 2008


Posted: Sep 28, 2009 10:34 PM    Msg. 7 of 37       
coughopensaucecough


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 28, 2009 10:38 PM    Msg. 8 of 37       
Quote: --- Original message by: pwner5889
coughopensaucecough


No.


open sauce is not fairy pixy dust that will solve all your problems. Same goes with scripts


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Sep 28, 2009 10:41 PM    Msg. 9 of 37       
What is the Biped-Crush Script? Didn't that sync Vehicle Teleporters or something?


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 28, 2009 10:46 PM    Msg. 10 of 37       
God, solve one major problem to a major goal of a cool set of mods and the community goes into high gear to solve the other major problem


pwner5889
Joined: Jun 13, 2008


Posted: Sep 28, 2009 10:49 PM    Msg. 11 of 37       
Quote: --- Original message by: _TheArbiter_
Quote: --- Original message by: pwner5889
coughopensaucecough


No.


open sauce is not fairy pixy dust that will solve all your problems. Same goes with scripts


You can do just about anything with scripts. lol Yes, use open scauce.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 28, 2009 10:51 PM    Msg. 12 of 37       
Quote: --- Original message by: pwner5889
Quote: --- Original message by: _TheArbiter_
Quote: --- Original message by: pwner5889
coughopensaucecough


No.


open sauce is not fairy pixy dust that will solve all your problems. Same goes with scripts


You can do just about anything with scripts. lol Yes, use open scauce.


Sounds like you dont really know how to script.

Go and make AI sync with scripts and then come back and post how you did it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 28, 2009 10:54 PM    Msg. 13 of 37       
I actually tried with scripts before, but it failed epically. So long ago...

Quote: --- Original message by: DarkHalo003
What is the Biped-Crush Script? Didn't that sync Vehicle Teleporters or something?


The biped crush script crushes bipeds with heavy objects, like warthogs, to signify booleans. If the biped is dead, then the boolean is true. Otherwise, it's false.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Sep 28, 2009 10:56 PM    Msg. 14 of 37       
Quote: --- Original message by: Gamma927
I actually tried with scripts before, but it failed epically. So long ago...

Quote: --- Original message by: DarkHalo003
What is the Biped-Crush Script? Didn't that sync Vehicle Teleporters or something?


The biped crush script crushes bipeds with heavy objects, like warthogs, to signify booleans. If the biped is dead, then the boolean is true. Otherwise, it's false.


The biped crush thing most likely sucks, since bipeds dont sync themselves completly.

I prefer to move vehicles around, like...

if vehicle A is in trigger A than it will give me back a TRUE, otherwise FALSE.

since vehicles DO sync, it works :)



and before you say "but vehicles respawn", i just attach the vehicles to something to prevent them from moving once i put them there.


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Sep 28, 2009 11:48 PM    Msg. 15 of 37       
I don't think that will sync ai it only syncs death seaquences since the death animation dosent sync either.


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 29, 2009 12:13 AM    Msg. 16 of 37       
Quote: --- Original message by: pwner5889
Quote: --- Original message by: _TheArbiter_
Quote: --- Original message by: pwner5889
coughopensaucecough


No.


open sauce is not fairy pixy dust that will solve all your problems. Same goes with scripts


You can do just about anything with scripts. lol Yes, use open scauce.

Don't talk about things if you have no idea what you're talking about.


Cagerrin
Joined: Jul 23, 2008

uh oh


Posted: Sep 29, 2009 02:14 AM    Msg. 17 of 37       
I wonder if you could have four players as ODSTs/Spartans and the other twelve as various Covenant. Could probably use bump possession or something inside the covie spawn, have a script spawn random bipeds...
Edited by Cagerrin on Sep 29, 2009 at 02:16 AM


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Sep 29, 2009 03:33 AM    Msg. 18 of 37       
Umm well ya know how flood have garbage files do they sync in multiplayer?
cos if they dont we could just make a garbage file for a Biped that will just replace the dead biped when the biped (again) dies.
Mai opinion but i have no idea if ittl work

& in firefight all the enimies Go to YOU! why dont we make a command script thatl tell All Ai when depoyed to go to that position & wait, Obviously you would be defending & so the Ai would look like they are fightin & chasin you but really they are going to your spawn but you are in the way which will initiate a fight =P

& again JUST A OPINION i dunno if ittl werk.


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Sep 29, 2009 04:17 AM    Msg. 19 of 37       
Grunt Attack 2 had half synced AI.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 29, 2009 10:12 AM    Msg. 20 of 37       
Quote: --- Original message by: Cocaine
Grunt Attack 2 had half synced AI.
Where they also a little bit pregnant?

Something either syncs or it doesn't there is no half syncing.
Edited by Dennis on Sep 29, 2009 at 10:16 AM


stennett
Joined: Dec 4, 2008


Posted: Sep 29, 2009 04:49 PM    Msg. 21 of 37       
instead of continuously trying to make ways to sync ai, why not make it a multiplayer map. have a blue spawn and a red spawn, with he drop pod idea, the drop pods go down to the respective teams bases, and then its a multiplayer game from there... just an idea, though.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Sep 29, 2009 05:01 PM    Msg. 22 of 37       
This sounds like something that would be more SP then MP, considering, AI does not sync.
Drop pods are easy to do (for sp of course), and your making it ALOT more difficult then it needs to be. Basically what you do is make the ODST pod a vehicle you spawn in. A script will trigger when the pod drops, and make it into a device machine, and you have an animation play for it dropping down. when it reaches the bottom, it'll turn back into a vehicle your still in, and it'll give you the "press E to eject button". This theory is pretty simple to prove it'll work, considering this is exactly how the Cryo Pod for a10 was built. (I might have the vehicle and device machine mixed up, whatever give it a shot)

Quote: --- Original message by: Cagerrin

I wonder if you could have four players as ODSTs/Spartans and the other twelve as various Covenant. Could probably use bump possession or something inside the covie spawn, have a script spawn random bipeds...
Edited by Cagerrin on Sep 29, 2009 at 02:16 AM


This idea was said before but never done. I still think this is one of the coolest ways to do it. As you progress and kill each covy player, they will bump posses a new covy soon as they spawn were they need to be. as the 4 players progress, the covys will countine to keep spawning down the level.

By the way, Kirby got 1 a.i to sync before. Or at least thats what I've heard.

Quote: --- Original message by: DarkHalo003
Does anyone know that video on Youtube with the guys playing Library Coop and the AI half-synced?


That was Matooba who did that. I'm almost postive that the ai didn't sync in the video, but he did get that to work as co op yes.
Edited by Higuy on Sep 29, 2009 at 05:07 PM


FlyAwayNow
Joined: May 10, 2009

Triage at Dawn


Posted: Sep 29, 2009 06:45 PM    Msg. 23 of 37       
Cant we just have Like I dont know, A multiplayer firefight where one team is the attackers and the other quarter the survivors. Then we implement the firefight we know into that.


pwner5889
Joined: Jun 13, 2008


Posted: Sep 29, 2009 07:12 PM    Msg. 24 of 37       
Quote: --- Original message by: FlyAwayNow
Cant we just have Like I dont know, A multiplayer firefight where one team is the attackers and the other quarter the survivors. Then we implement the firefight we know into that.


Already done. It's called team slayer. lol


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Sep 29, 2009 07:21 PM    Msg. 25 of 37       
A bunch of nubs verses the pros ^^


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 29, 2009 07:31 PM    Msg. 26 of 37       
This idea I suppose could also be used for survival gametypes and attacking gametypes in Multiplayer I suppose

For Survival everyone must take drop pods down and once your team runs out you lose

For Attacking, One team spawns and takes the drop pods and the other team has infinite spawns.


CorruptedHalo
Joined: May 18, 2009


Posted: Sep 29, 2009 09:24 PM    Msg. 27 of 37       
why don't you make one team spawn in the ship and the other on the ground?
AI isn't necessarily needed to make an awesome map.


Dark
Joined: Nov 10, 2008


Posted: Sep 29, 2009 10:32 PM    Msg. 28 of 37       
nvm guy up thar basically said it D:
Edited by Dark on Sep 29, 2009 at 10:33 PM


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Sep 29, 2009 10:33 PM    Msg. 29 of 37       
Well suposedly a map called Revalations will have syncing ai.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 29, 2009 10:52 PM    Msg. 30 of 37       
Quote: --- Original message by: Slayer117
Well suposedly a map called Revalations will have syncing ai.


That AI is supposed only to fly overhead, not do anything that would help me here.

Quote: --- Original message by: Corruptedhalo

why don't you make one team spawn in the ship and the other on the ground?
AI isn't necessarily needed to make an awesome map.


Funny,
This was an idea for firefight

Then I saw how it could be used for other things and posted that

That post happens to be directly above yours!


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Sep 29, 2009 10:53 PM    Msg. 31 of 37       
Quote: --- Original message by: Slayer117
Well suposedly a map called Revalations will have syncing ai.

That was a joke...
Edited by UnevenElefant5 on Sep 29, 2009 at 10:54 PM


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 30, 2009 06:46 PM    Msg. 32 of 37       
Is it possible to have the enemies just spawn in waves, but to ignore their bad AI


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 30, 2009 07:25 PM    Msg. 33 of 37       
Bad AI...?


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Sep 30, 2009 08:07 PM    Msg. 34 of 37       
Well their unsyncing AI is what I mean


CorruptedHalo
Joined: May 18, 2009


Posted: Sep 30, 2009 08:09 PM    Msg. 35 of 37       
You CAN put AI in MP maps. It just won't run smoothly.

 
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