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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Duplicate vehicles from script?

Author Topic: Duplicate vehicles from script? (10 messages, Page 1 of 1)
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UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Apr 14, 2011 12:12 PM    Msg. 1 of 10       
So I have a script in place in a few maps that I have that respawns vehicles after they've been destroyed (this is a MP map), but even before it gets destroyed, it shows two vehicles for the client. For the host, it shows one vehicle, as normal.

Is there a way to only get one vehicle to show up for both the host and the client, or is this just a side-effect from the script that can't be fixed?


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Apr 14, 2011 02:41 PM    Msg. 2 of 10       
I'm slightly confused. So if I add this test vehicle, then it will fix the issues with every vehicle, or do I have to use this script for all the vehicles that are supposed to respawn later on?

I guess I have to give you the original script to see where everything should fit in, simply because I haven't used a lot of scripts before, and killboxes were the only ones I've worked with.

(script continuous
(sleep 5000 )
(object_create_anew Banshee1)
(object_create_anew Banshee2)
(object_create_anew Gho1)
(object_create_anew Gho2)
(object_create_anew Gho3)
(object_create_anew Tur1)
(object_create_anew Tur2)
(object_create_anew Tur3)
(object_create_anew Tur4)
(object_create_anew Tur5)
(object_create_anew Tur6)
(sleep 5000 )
)

Well, there's the current script I'm using for respawning the vehicles. Any suggestions, L28?


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Apr 14, 2011 03:21 PM    Msg. 3 of 10       
Alright, perfect - but does the script have to have a name? I just name it script.hsc and compile it and it works fine...


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 14, 2011 03:32 PM    Msg. 4 of 10       
From my observations, these scripted and named objects or units do not seems to sync.
It's because names of objects are not transmitted in mp (makes sense, because named objects are an sp thing).
The duplicate is the named object on the server host's computer.
Example:


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 14, 2011 04:09 PM    Msg. 5 of 10       
Quote: --- Original message by: l283023

Your observations are wrong.
It's not that the object_names don't sync. It's that the script is telling all players to recreate the object. That means that the clients will see the server's object and the object that the client is recreating as well. What you need to do is make only the server create an object.

Edited by l283023 on Apr 14, 2011 at 04:06 PM
That's good advice, but my observations aren't wrong. Object names do not sync.
Edited by SlappyThePirate on Apr 14, 2011 at 04:10 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 14, 2011 04:34 PM    Msg. 6 of 10       
I believe you, because I know what you're saying is true. That test would work, but not because object names sync. Object names aren't transmitted in multiplayer, and that test doesn't work with a weapon.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 14, 2011 05:17 PM    Msg. 7 of 10       
Dude, I'm saying it works. The vehicle name isn't sent over the internet, though.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 14, 2011 05:28 PM    Msg. 8 of 10       
By what number vehicle it is.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 14, 2011 05:43 PM    Msg. 9 of 10       
I've always viewed syncing as having a loose and strict interpretation-- the loose applies here. For the third time, you're right.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Apr 18, 2011 01:35 AM    Msg. 10 of 10       
Sorry for the four-day-old bump, but thanks for the help, guys. I'll be giving this a runthrough ASAP.

 

 
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