
GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 1, 2010 10:09 AM
Msg. 1 of 33
Ok guys I just came up whit an awsome qustion. First some facts: This is all about multiplayer gameplay just so you know. -Ai's don't syncronizize during multiplayer -Pelicans as vehicles do syncronizize during gameplay (or atleast if someone is in it)
Now what if i let an AI fly a pelican in a multiplayer game? I belive it wouldn't syncronizize since the whole pelican counds as an AI. But what if there are players in some of the other seats? Would the pelican syncronizize now?
So mainly what I'm asking is what would it take to make an AI controlled pelican syncronizize in a multiplayer game?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 1, 2010 11:14 AM
Msg. 2 of 33
If AI are flying the pelican, their actions wouldn't sync, and players would appear to be floating in the air.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 1, 2010 12:01 PM
Msg. 3 of 33
Script animations for the pelican. RPG map right?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 1, 2010 01:16 PM
Msg. 4 of 33
lol exactly. but it was a good thought.
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n00b4life97
Joined: Aug 31, 2010
Xfire: halostuffyo
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Posted: Sep 1, 2010 02:00 PM
Msg. 5 of 33
what if you set the ai on script? like make him go from point a to point b every 30 seec, would it then work?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 1, 2010 02:08 PM
Msg. 6 of 33
gamma? would it work? i don't think it would but gamma would know. i think that the ai would still be random when getting from point a to point b.
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Architect of Halo
Joined: May 15, 2009
Justice for all
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Posted: Sep 1, 2010 02:12 PM
Msg. 7 of 33
AI can function in multiplayer depending on how many people there are, but due to the lag some of them may stop, freeze, or double spawn. All sorts of weird things will happen.
The script may also break down due to the lag the AI causes.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 1, 2010 05:43 PM
Msg. 8 of 33
All of you guys tought like me :). I had the same ideas but i just wasn't sure. Quote: --- Original message by: n00b4life97 what if you set the ai on script? like make him go from point a to point b every 30 seec, would it then work? This was my first idea of solving it. But imidetly after coming up whit that i realized the ai would still movea little random like its speed and stuff. So that wouldn't work good enough. (btw commandlist considered the same) Quote: --- Original message by: SlappyThePirate Script animations for the pelican. RPG map right? It's not going to be RPG but the animation was already my backup plan. I hoped it wouldn't come to that because animations this size are difficult :P. But I tought out the scripting system for this and I decided the animation is in all ways better. But how do I animate a pelican whit working cargo seats? I'm not sure whether I can animate those markers/nodes whit it. Edited by Niels on Sep 1, 2010 at 05:52 PM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 1, 2010 05:58 PM
Msg. 9 of 33
yea that was my ultimate idea for this to work. it'd have to be an animation.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 1, 2010 07:35 PM
Msg. 10 of 33
If you want to attach a vehicle or something to the cargo seat, you can just load it in using the vehicle_load_magic command.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 2, 2010 03:58 AM
Msg. 11 of 33
Quote: --- Original message by: Gamma927 If you want to attach a vehicle or something to the cargo seat, you can just load it in using the vehicle_load_magic command. Ehh.....? I want to let people get in a pelican and allow the pelican to fly of whit them on it's own. Why would i load a vehicle in a cargo seat -_- lol. Anyway the animation will do as long as it's posseble to make an animated pelican go from A to B when the script tells it to and as long as players can ride whit it.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 2, 2010 07:24 PM
Msg. 12 of 33
Quote: --- Original message by: gnademassica117 Technically a AI that can only go from one point to another via a extremely strict script, and can do nothing else would sync, but a lot of things could go wrong. You're right, and in these instances one would use animations. Sort of like, "What's the point of Artificial Intelligiance without the inteligiance?"
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 4, 2010 08:04 AM
Msg. 13 of 33
why don't you make it a scripted object? like the elevators in the level i have yet to remember the name of. Big map. Elevators. anyways, you could make the pelican a moving object, maybe triggered by a button / holo panel to launch in 15 seconds or something
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 4, 2010 09:17 AM
Msg. 14 of 33
Quote: --- Original message by: Xaos why don't you make it a scripted object? like the elevators in the level i have yet to remember the name of. Big map. Elevators. anyways, you could make the pelican a moving object, maybe triggered by a button / holo panel to launch in 15 seconds or something That button idea I had from the start indeed but elevators are animations too. But indeed this pelican will be just like an elevator. An animation to go to the drop point and one to return to bae after the dropoff. But there is an other problem. What if the enemy is at the dropoffpoint. The pelican shouldn't allow them to return whit it to the base. It would be like the pelican brings the enemy in. How can i script to not allow enemys to ride whit the pelican. Also not once that try to escape out of the base? Is there a way to check in whitch team the player is before letting him in a seat? Edited by Niels on Sep 4, 2010 at 09:21 AM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 4, 2010 11:28 AM
Msg. 15 of 33
well why would you give one team an advantage? you should make 2 pelicans. that way its balanced.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 4, 2010 07:14 PM
Msg. 16 of 33
Actually the other team gets exactly the same thing only than whit covenant dropships. It is balanced. Only I don't want the teams to take free rides by the dropships of the other team. Quote: --- Original message by: ASP_GRUNTSQuote: --- Original message by: Xaos why don't you make it a scripted object? like the elevators in the level i have yet to remember the name of. Big map. Elevators. anyways, you could make the pelican a moving object, maybe triggered by a button / holo panel to launch in 15 seconds or something Because a scripted elevator only has its power(I think that's what it's called) synced, which is whether it is on or not. This will not sync if a player joins merely a few seconds after it has been turned on. The new player will see that it is on, but not as if it were on for 5 seconds or whatever. well somehow c4 in coldsnap and hugeass doesn't have that problem. Edited by Niels on Sep 4, 2010 at 07:15 PM
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 5, 2010 09:33 PM
Msg. 17 of 33
well the c4 kills you wether you saw the explosion when it blew up or 5 sec after lol.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 6, 2010 03:16 AM
Msg. 18 of 33
Quote: --- Original message by: darkassassin14 well the c4 kills you wether you saw the explosion when it blew up or 5 sec after lol. But you always see the timer on the c4 right even if you just spawned.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 6, 2010 05:03 AM
Msg. 19 of 33
thats true, i just tested with the C4 long timer. Friend Dropped it with R Click, i logged out and back in, and it was fine
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 6, 2010 07:58 AM
Msg. 20 of 33
So how does that work? It's a thing you would normally see as imposseble. I don't think it respawns every tick. That could cause lag. How does it work?
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sierra117
Joined: Jan 10, 2008
If sex is good exercise, why are there fat sluts?
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Posted: Sep 6, 2010 08:49 AM
Msg. 21 of 33
im pretty sure thats the numbers_plate. which is a shader. works just the same way as the assault rifle; but instead it detonates instead of having to reload.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 6, 2010 11:19 AM
Msg. 22 of 33
yea that's wat i was gonna say. the AR has a countdown timer. weapons and shaders sync i guess.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 7, 2010 08:06 PM
Msg. 23 of 33
i reckon a gondola would be a better idea, like the ones form the Halo 2 campaign. make them big enough to support large vehicles, maybe with a sniper's nest and/or an anti-air defence turret (just a minigun or something)
Be less hassle than attempting to script a pelican to be able to pick up vehicles and move on script only. probably look better too, because a scripted pelican wouldn't move like a real one would (to my knowledge)
And point of interest, i tested with Yoyorast island, with one of the walls that you can get to slide up, and stops people hog jumping a gap, and i quit out when my friend activated, came back in, and it was up. the wall went down simultaneously on both screens (give or take a second)
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 7, 2010 09:36 PM
Msg. 24 of 33
you would slide off the gondola.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 8, 2010 08:18 PM
Msg. 25 of 33
mmkay then, make the gondola stop off for a set time period at each end, with seats/fixed positions for people to get in. if the gondola has some walls, the vehicles shouldn't bounce around too much should they?
Besides, i don't even like the idea of a Gondola, it would be too unreliable when you need it most, and would allow enemies virtually unchallenged entry to your base.
What i'd like, is if a central outpost could be 'captured' (hitting a button on a panel or something) if it could allow access for a teleporter in your base to teleport in, to make the central outpost a reinforcement station. i think i know a way to make it also open a portal back to your base for re-supply, health or retreat, but only if you own the outpost maybe?
means that enemies can't access your portal while they own the outpost, but you can possibly sneak in to the enemy outpost and use their portal back to their base.
anyone interested, i can explain how.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 9, 2010 06:33 PM
Msg. 26 of 33
I have no idea what you guys are talking about accept the 'script moves more natural and allows pickup and stuff'part. I totally agree to reconcide the options for that one argument.
So people HOW WOULD I MAKE THAT PELICAN MOVE THE BEST? It only has to fly from A to B and back, be able to take vehicles whit it and ofcourse be able to take the players whit it in the cargo seat. ALL IDEAS WELCOME!
And Xaon, please explain how you where planning to do that outpost idea :P.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 9, 2010 06:43 PM
Msg. 27 of 33
Quote: --- Original message by: NielsSo people HOW WOULD I MAKE THAT PELICAN MOVE THE BEST? It only has to fly from A to B and back, be able to take vehicles whit it and ofcourse be able to take the players whit it in the cargo seat. ALL IDEAS WELCOME! AAARRRGGGH YELLING! Animate the vehicle in gmax. you can script a custom model_animations tag for the pelican. First you need the BSP, and then you need to import the pelican. Animate 'frame hull' or whatever the motherframe is for the pelican. You can also animate the wing nodes.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 10, 2010 03:58 AM
Msg. 28 of 33
Yea but it's gonna be so hard to make it look realistic... Anyway I go for it as soon as the bsp is ready. (like 2 years :P)
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 10, 2010 10:28 AM
Msg. 29 of 33
It is kinda hard to explain the outpost idea, i could draw it fine, but my scanner isn't working at the moment. Anyways, there is a central wing (series of rooms), that is 'public' and two private wings, one for each team. there will be a force field over the front of each, that you can fly through into a hangar, that is the majority of your teams wing. In your base, there will be a man cannon or chute to get into the central wing, as well as force field doors that are activated from the team base side.
Yes, the downer of this plan is you need someone to guard the base and let you back in =( only way to make it hard for the enemy to get into your hangar that i know of. once you've activated the console for your team, a wall in your wing will slide open, revealing the teleporter to and from your main base. i've figured out the main mechanics of it all, but i'm clueless with scripting, so i don't know if any of this will work.
Anyways, each team's hangar will have a force field that isn't set for collision for that teams vehicles, so they can fly right through it. I will add in collision for the other team's vehicles, so only a covenant ship can fly into the covenant hangar etc.
It makes sense that humans and covenant would take steps to prevent the enemy from flying into their outpost, so they'd have some kind of system tuned to their specific force field's frequency.
This means that if you can hijack the enemy ships, you can fly right on in, no hassle, because the systems would be built into the ships, no matter who is flying them. Same shield will be covering the main base hangars, to prevent easy flag capping, via the teleport system in the hangar.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 11, 2010 06:23 AM
Msg. 30 of 33
Quote: --- Original message by: Xaos It is kinda hard to explain the outpost idea, i could draw it fine, but my scanner isn't working at the moment. Anyways, there is a central wing (series of rooms), that is 'public' and two private wings, one for each team. there will be a force field over the front of each, that you can fly through into a hangar, that is the majority of your teams wing. In your base, there will be a man cannon or chute to get into the central wing, as well as force field doors that are activated from the team base side.
Yes, the downer of this plan is you need someone to guard the base and let you back in =( only way to make it hard for the enemy to get into your hangar that i know of. once you've activated the console for your team, a wall in your wing will slide open, revealing the teleporter to and from your main base. i've figured out the main mechanics of it all, but i'm clueless with scripting, so i don't know if any of this will work.
Anyways, each team's hangar will have a force field that isn't set for collision for that teams vehicles, so they can fly right through it. I will add in collision for the other team's vehicles, so only a covenant ship can fly into the covenant hangar etc.
It makes sense that humans and covenant would take steps to prevent the enemy from flying into their outpost, so they'd have some kind of system tuned to their specific force field's frequency.
This means that if you can hijack the enemy ships, you can fly right on in, no hassle, because the systems would be built into the ships, no matter who is flying them. Same shield will be covering the main base hangars, to prevent easy flag capping, via the teleport system in the hangar. Well I reconize you took some of my ideas of my map into yours like that mancannon :P. I don't think you can do that shield thing and if you can I think it wouldn't be such a good idea. For the gameplay everyone must understand the map. your hijack idea is a bit hard to find out playing. It requires the red team to hijack a blue vessle, whitch is just hard to explain to them. Also it will slow down gameplay because hijacking isn't eassy. For the same mather the other team simply doesn't go out whit vehicles so there is nothing to hijack. I don't think that map will have a nice gameplay whit your current concept.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 11, 2010 07:50 AM
Msg. 31 of 33
well, the main reason for the forcefields is to stop enemies from getting in altogether, but the only way i saw that happening had the flaw of hijacking, which i'm not fussed about, because if people figure it out, they have the advantage, as a reward for finding out.
The primary use of the map will be training for my clan, in tactics, coordination, varied circumstantial combat and general muckaround, where all my clan will know how it works. for the public level i intend to release, i will have quick notes written up in a war room or tactics room, with some key notes next to each vehicle (such as the special functions, like shift boost and stuff), in which there won't be that many that need describing. hardly any maps bother mentioning a certain vehicle has boost, or an extra weapon or special function anyway, so i'm doing extra.
The mancannon isn't from your idea, i need some way to get up to the surface of the platform (where ground battles take place) and i didn't want to put teleporters everywhere, because they aren't as cool. I wanted to add man cannons from the cruiser to the platform, but i think the jump will be too risky for a perfect landing in something that wont kill you from fall damage (Zero gravity is a lie when in close proximity to a large planet).
The aim of the game isn't to hijack the vehicles anyway, its just a tactic that you could use. it's extremely easy to steal a vehicle anyway, as most will be indestructible, and you can get in them after you shoot them down. I think regular maps are just to boring, the same old thing with a change of scenery. there isn't enough strategy, let alone coordinated attacks. if, during testing, anything is too difficult, things will be tweaked for the public version.
Oh, and the shield idea is actually very easy. The pelican can flip the mythos if you fly into it, where a longsword or jet go right through. Why? because those specific vehicles weren't properly set for the collisions. all i need to do is make two objects, that look like shields, and give one the collision for covenant vehicles, and give the other the human collisions.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 13, 2010 08:31 PM
Msg. 32 of 33
wow i did not know about the mythos flipping thing lol. hehehe. time to flip some noobs.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 14, 2010 07:52 AM
Msg. 33 of 33
its the best tactic ever =D Not to mention, the pelican has no collision with the scarab, so what you can do is sneak up behind it and fly up through the middle of it, and get guys to drop C4 right into the interior =D
Flipping the Thos is the safest way to kill it i reckon. nukes are too hard to aim well if the Thos has the angle on you. pelicans can survive quite a few direct blasts, if you can fly em and know where to take hits (NOT THE COCKPIT!)
Also, for those who read my wall of text, the whole team base teleporter function is what isn't going in the public map, unless my clan deems it easy enough, or any beta testers. instead, a king of the hill circle will be there (if playing KOTH) and there will be a lot of armouries and health packs in rooms around the core, so it would be a great place to turtle up in a normal team slayer or whatever Edited by Xaos on Sep 14, 2010 at 08:11 AM
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