
ShadowFox0809
Joined: Feb 27, 2010
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Posted: Jun 13, 2010 11:47 PM
Msg. 1 of 20
I'm thinking of having a bridge, which would be a major shortcut for players in my map. when a C4 detonation goes off on the bridge, a script will detect it and switch the BSP for all players for the BSP with a destroyed bridge.
For players joining the game after the "explosion": There will be very simple vehicle, as basic as possible which I will use as a global. That vehicle will be created and spawned into a portal when the bridge is "destroyed" The script will check for them (at the beginning of the game) whether or not the invisible vehicle exists in the specific portal. If so, it will switch BSP for them.
Comments, suggestions, criticisms about the idea, the script, etc.?
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 14, 2010 12:05 AM
Msg. 2 of 20
Sounds clever but i dont do anything involving scripts. In my head, it seems to work but idk.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Jun 14, 2010 03:41 AM
Msg. 3 of 20
Have a scripted falling apart of a mountain like in Crysis! That was one of the cool things in that game was watching that mountain just break up
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Jun 14, 2010 04:36 AM
Msg. 4 of 20
I think it would lag alot , no?
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 14, 2010 04:37 AM
Msg. 5 of 20
u can make a material in the bsp to be breakable then in kornman u can modifie how much damage it can take until it blows up
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Jun 14, 2010 05:26 AM
Msg. 6 of 20
Quote: --- Original message by: Cocaine I think it would lag alot , no? Eh, Probably, but if it was done as some kind of cutscene and once you got into gameplay most of it was done (like what they did in Crysis), it may not be all completely horrible. But it doesn't matter anyway, no one in their right mind would probably try to do this with halo. WAAAAAAY too much work with no guarantee of success.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Jun 14, 2010 09:01 AM
Msg. 7 of 20
It can be done. HaloGuru did it in a map he showed me like 2 years ago Lmao.
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ShadowFox0809
Joined: Feb 27, 2010
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Posted: Jun 14, 2010 12:19 PM
Msg. 8 of 20
Why would it lag a lot? A simple BSP switch wouldn't lag, if it only occurred once.
Edit: I thought about this and I concluded that the BSP switch would work better than a destructible scenery element.
Here's how it would work:
Every player's map would have that vehicle global that it searches for at the beginning of their session (as I explained before). Since vehicles existence is one of the few things sent from the server to the clients.
Now, for the rest: when a c4 is dropped, it spawns a c4 projectile. I would make the c4 projectile a global object definition. a script would look for that object definition inside a trigger volume for the bridge area. It would check regularly as little as possible...about every 9 or 10 seconds. As soon as it detects the projectile, it will check every half second for an item spawned after the c4 explosion. This will help sync the BSP switch with the c4 explosion as close as possible. I'm not sure which item I'll use, but I might just use another vehicle global, or something similar. Edited by ShadowFox0809 on Jun 14, 2010 at 12:25 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jun 14, 2010 12:44 PM
Msg. 9 of 20
Just make it a device.
Though, there is no way this would ever sync by just swithcing the bsp or using a device, becuase the when a new client joins, the script wouldn't be running the same for him, and he'd have a regular bridge.
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Jaz
Joined: Mar 21, 2010
[Insert sarcastic comment here]
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Posted: Jun 14, 2010 12:57 PM
Msg. 10 of 20
Quote: --- Original message by: Higuy Just make it a device.
Though, there is no way this would ever sync by just swithcing the bsp or using a device, becuase the when a new client joins, the script wouldn't be running the same for him, and he'd have a regular bridge. I think he already noticed.... Quote: For players joining the game after the "explosion": There will be very simple vehicle, as basic as possible which I will use as a global. That vehicle will be created and spawned into a portal when the bridge is "destroyed" The script will check for them (at the beginning of the game) whether or not the invisible vehicle exists in the specific portal. If so, it will switch BSP for them.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jun 14, 2010 03:55 PM
Msg. 11 of 20
This idea should work if you can implement it properly. Thing is, what happens to players standing on bridge when destroyed. Will you have large explosion effects all over the bridge. Otherwise the player will look dumb by just falling because the ground dissapeared.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jun 14, 2010 04:15 PM
Msg. 12 of 20
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 14, 2010 04:19 PM
Msg. 13 of 20
Why not just have it a destructible vehicle that doesn't respawn.
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Old Gregg
Joined: Apr 5, 2010
I love Hardcore Corn.
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Posted: Jun 14, 2010 04:24 PM
Msg. 14 of 20
Quote: --- Original message by: Advancebo Why not just have it a destructible vehicle that doesn't respawn. This.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jun 14, 2010 05:33 PM
Msg. 15 of 20
I don't think different BSPs sync in multiplayer.
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ShadowFox0809
Joined: Feb 27, 2010
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Posted: Jun 14, 2010 09:41 PM
Msg. 16 of 20
Because we don't want people flipping bridges...
Meh, I'll think about it later.
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Jun 14, 2010 10:37 PM
Msg. 17 of 20
Isn't there a checkbox to prevent flipping?
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Jun 14, 2010 10:45 PM
Msg. 18 of 20
yeah. its called "dead" lol
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jun 15, 2010 12:10 AM
Msg. 19 of 20
Bsps DO sync in multiplayer. Try doing the MP a10 and going to a bsp the host isn't at (you can't, or if you do, you fall) the client should be fine as long as the scripts distinguish between server and player. Edited by Dwood on Jun 15, 2010 at 12:11 AM
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CorpseManTS
Joined: Nov 16, 2008
Sorry, I cant hear u with my bullet in your mouth!
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Posted: Jun 15, 2010 02:07 AM
Msg. 20 of 20
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