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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Does object_create sync?

Author Topic: Does object_create sync? (18 messages, Page 1 of 1)
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SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 3, 2010 02:17 PM    Msg. 1 of 18       
Quote: --- Original message by: ASP_GRUNTS
Title says it all. I just need a quick and simple answer.
Depends on the object. I think vehicles will, so try it.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 3, 2010 04:10 PM    Msg. 2 of 18       
Quote: --- Original message by: ASP_GRUNTS
Title says it all. I just need a quick and simple answer.


Not on scenery. If you want to do it with stuff like a secret door or somehting that opens, use biped crush scripts.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 3, 2010 07:40 PM    Msg. 3 of 18       
Quote: --- Original message by: ASP_GRUNTS
What about in a scenario where a script executed (object_create hog1), and a client joins after it was created. Would he see it?
I want to say no. But it depends on what causes it to create.

Okay, think of it this way. Every player has an identical map file, right? And the game doesn't send data about creating/destroying/script stuff, only multiplayer stuff.
Now, if the script was:

Script startup rockappear
Sleep 20 seconds
Object_create rock1

...then it doesn't entirely sync. The rock won't appear the same time for EVERYONE.
You host a game, and wait 20 seconds, and the rock appears. Then 'Caboose' joins. Right now, you'll see the rock but caboose's computer doesn't. Caboose can stand on the invisible rock, but because the server tells him he's standing on it but his computer says he is not, caboose lags a bit. On caboose's computer he is jittering up and down on top of an invisible rock. On your computer he is standing still.
Caboose waits 20 seconds and the rock appears. Now you both see the rock.

Now, let's say you were playing a different map, and the game ended, and now all the players just started this map. Since the sleep timer starts at the same time for everyone, these people will have a rock appear at the same time. Good.

Above, the server doesn't communicate the rock position. But if you've noticed in multiplayer, Caboose can join a game with vehicles in their actual position. So I'm pretty sure you script can sync.
And grunts, this whole thing wasn't meant entirely for you. I know you can script. It's just that I want to clear up some syncing stuff with people.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Oct 3, 2010 08:25 PM    Msg. 4 of 18       
Bipeds synchronize... i don't know whats up with the 2nd bipeds but those dont matter... as long as with clever scripting you kill them.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Oct 3, 2010 08:53 PM    Msg. 5 of 18       
Quote: --- Original message by: ASP_GRUNTS
What about in a scenario where a script executed (object_create hog1), and a client joins after it was created. Would he see it?
If you are talking about the script to add more than 6 vehicles in the game then yes it does. Vehicle creation syncs. Device and scenery does not.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Oct 3, 2010 10:05 PM    Msg. 6 of 18       
what if you created a vehicle that instantly replaced itself with scenery? is THAT possible?


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Oct 3, 2010 10:06 PM    Msg. 7 of 18       
Quote: --- Original message by: ASP_GRUNTS
As far as I know, that script uses object_create_anew. Would using object_create sync the same, even if you create multiple clones of that object?
The Object_create_anew command will destroy the existing object and re-create it. The object_create command will only spawn the object once and will not create it again if it exists or was destroyed. In the vehicle spawning script they need the create_anew so that destroyed vehicles can be re-created.
Quote: --- Original message by: abkarch
what if you created a vehicle that instantly replaced itself with scenery? is THAT possible?
Scenery does not sync.
Edited by Dennis on Oct 3, 2010 at 10:07 PM


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Oct 3, 2010 10:09 PM    Msg. 8 of 18       
i know, but im saying if someone places a vehicle down, that syncs the position, then replaces itself with a scenery at the same coordinates? or am i missing something completely obvious?


Advancebo
Joined: Jan 14, 2008


Posted: Oct 3, 2010 10:20 PM    Msg. 9 of 18       
The fact that if it was a scenery, it can no longer be used in an effective script, as it will no longer sync to be used in any other script commands.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 4, 2010 05:01 PM    Msg. 10 of 18       
Quote: --- Original message by: abkarch
i know, but im saying if someone places a vehicle down, that syncs the position, then replaces itself with a scenery at the same coordinates? or am i missing something completely obvious?
No. This could only be about two things: Forge in CE or destructable vehicles like the Scarab.
Forge this doesn't work. If you make a script swap a vehicle with scenery, People who join after that don't see the scenery. Might as well keep it a vehicle/weapon.
Exploding and landing parts won't sync either. One way is t to object attatching and detatching, the other way is through effect tags spawning scenery, and these doesn't work for the same reasons Forge won't.
Anyway, I have a related question: Can you have vehicles spawned by effects ONLY have a DEAD permutation? Or do you HAVE to have an undamaged perm in the gbxmodel?


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Oct 5, 2010 12:49 PM    Msg. 11 of 18       
Yep.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 5, 2010 05:38 PM    Msg. 12 of 18       
Quote: --- Original message by: gnademassica117
set it's model to the damaged perm?
That's not what I mean -.-
It has to be DEAD. So you don't get the 'press e to flip' thing. Unfortunately, you can't make a vehicle be dead by default.
What I would do for a scarab is make it destroy when it dies. The destroy effect spawns vehicles and then damage effects. The vehicles are the scarab debris, and thier heath is realy low, so the explosion kills them immediately. Or something like that.
The thing is, vehicle health doesn't sync. So a vehicle could show death-effect vehicles/debris even though the original vehicle is still there (not destroyed).
To make this sync, you'd need to find a way to keep track of vehicle health. And there isn't a way to do this. The reason why we can't SCRIPT syncing vehicle heath is because you can't SET vehicle health with hsc.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 7, 2010 05:00 PM    Msg. 13 of 18       
Quote: --- Original message by: gnademassica117
Quote: --- Original message by: SlappyThePirate

Unfortunately, you can't make a vehicle be dead by default.
Sapien, vehicles, properties window, Choose vehicle, Click "Dead" Tickbox.

Hurp De Durp.


Or I'm thinking about Bipeds and I just durped.

Uh, I'm not retarded. This is not the answer, herp de durp, read the posts.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 8, 2010 05:19 PM    Msg. 14 of 18       
Quote: --- Original message by: gnademassica117
I'm sorry, your post seems to be invisible.
Yeah... what's with that? I think you didn't end the color change tab in the post i quoted. Sorry, that was supposed to be visible.


SeanTheLawn
Joined: Sep 4, 2007


Posted: Oct 8, 2010 07:53 PM    Msg. 15 of 18       
You can make a vehicle that (when "alive") automatically spawns a damage effect on itself to make it "dead". This way, you don't have to keep track of its health because as long as it exists, it should be dead.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 8, 2010 09:44 PM    Msg. 16 of 18       
Quote: --- Original message by: SeanTheLawn
You can make a vehicle that (when "alive") automatically spawns a damage effect on itself to make it "dead". This way, you don't have to keep track of its health because as long as it exists, it should be dead.
That's... brilliant, Sean.
The only thing is we can't sync vehicle health anyway. But otherwise this would be a piece of cake.


abkarch
Joined: Mar 20, 2010

This account is old. Sorry for inappropriate posts


Posted: Oct 9, 2010 09:25 AM    Msg. 17 of 18       
but if everyone has the same map with the same vehicle and damage effect, then even tho it doesnt sync, wouldnt the vehicle kill itself because it still has the damage effect?


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Oct 9, 2010 02:06 PM    Msg. 18 of 18       
Quote: --- Original message by: abkarch
but if everyone has the same map with the same vehicle and damage effect, then even tho it doesnt sync, wouldnt the vehicle kill itself because it still has the damage effect?
Yeah, that's right, but I meant that the original vehicle's damage wouldn't sync.
Well wait a minute... what if, since the parts sync, we make the parts have enough damage to destroy the original? That way, if it dies on the host's computer, the chunks that show up for everyone could destroy what's left of the client's original vehicle?
I hope that's not circular logic. We should test it.

 

 
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