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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Dead vehicles in multiplayer...

Author Topic: Dead vehicles in multiplayer... (21 messages, Page 1 of 1)
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Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 23, 2011 08:32 PM    Msg. 1 of 21       
I was playing Bloodgulch the other day and came across a rather interresting situation involving me (in a tank) and a guy in a warthog gun turret that just wouldnt die. I'd shoot, i'd here the confirmed hit bleep and he wouldn't die...

First i got annoyed; then it hit me... what if every vehicle were rigged with a script which would essentially spawn a "Dead" (object) version of itself (smoking wreckage and everything) where it was sitting when the driver (and all passengers) are killed then automatically respawn a fully functional version of itself back at base. This would bring a new element to combat in that the wreckage would provide some minor cover for close combat and a new object to avoid when maneuvering in the field.

Now i have no idea how to script but i'm spitballing in that it might read something along the lines of:

Warthog_driver_dead...true
Spawn_object_"dead warthog"...
Respawn_warthog...

These variables, however they would be written in script form would apply to the ghosts, banshees, warthogs, and tanks.

The downside to this which i'm sure is obvious "what happens when a vehicle is destroyed over a spawn point or teleporter exit?" Well' the way to solve this is by checking the "damage to vehicle(or object)" box in gurilla and placing a fairly large "damage effect" around spawn points and teleporters that would "deflect" the new objects. (I realize that damage effects also apply to players, however, we all are also aware that there are loopholes when it comes to modifying CE content.)

I'd love some feedback on this guys... (And for those negative people who hate new ideas that sound iffy; last time i checked, all objects sync in multiplayer.)


milkkookie
Joined: Aug 10, 2010

:)


Posted: Apr 23, 2011 09:30 PM    Msg. 2 of 21       
if you mean vehicles like the banshee and the ghost in the campaign that can be destroy but respawn back like new in a mp map ,then its possible, and there wouldn't be a sync problem because vehicles do sync online when they are destroyed.
Edited by milkkookie on Apr 23, 2011 at 09:33 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Apr 23, 2011 09:34 PM    Msg. 3 of 21       
so... destructible vehicles that work online?


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 23, 2011 09:46 PM    Msg. 4 of 21       
So would i be correct in assuming that if the vehicles were destroyed and the new "dead" object vehicle(s) were deployed and someone joined; they would not run into syncing errors with these new objects?


milkkookie
Joined: Aug 10, 2010

:)


Posted: Apr 23, 2011 09:51 PM    Msg. 5 of 21       
Quote: --- Original message by: Switchblade
So would i be correct in assuming that if the vehicles were destroyed and the new "dead" object vehicle(s) were deployed and someone joined; they would not run into syncing errors with these new objects?

no sync errors because it will just be deploying another .vehicle tag
and the only script needed is creating a new vehicle script. which is very simple
Edited by milkkookie on Apr 23, 2011 at 09:53 PM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 23, 2011 09:54 PM    Msg. 6 of 21       
Ok then... so now i'll just have to do some editing to make player-combat-damaged buildings a viable element in a similar fassion to the vehicles.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Apr 23, 2011 10:13 PM    Msg. 7 of 21       
but in containment if you blew up the vehicle the person died and you saw it blow up but the other person could get back in O_O
Edited by Cheddars on Apr 23, 2011 at 10:15 PM


milkkookie
Joined: Aug 10, 2010

:)


Posted: Apr 23, 2011 10:50 PM    Msg. 8 of 21       
if you blow some one up inside a vehicle you wont get the kill


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Apr 24, 2011 02:48 AM    Msg. 9 of 21       
There was a thread somewhere in the archives that says that parts sync so they can be used to sync up the vehicles.
-Zekilk


olly12345
Joined: Jul 30, 2008


Posted: Apr 24, 2011 05:41 AM    Msg. 10 of 21       
Quote: --- Original message by: milkkookie
if you blow some one up inside a vehicle you wont get the kill

Good for CTF and games that don't require kills!


Zigadirasu
Joined: Sep 8, 2010

all life will end soon or late


Posted: Apr 24, 2011 03:24 PM    Msg. 11 of 21       
Quote: --- Original message by: milkkookie
if you blow some one up inside a vehicle you wont get the kill


i also make it for containment and fixed this problem
(idk if the laster version uploaded is with this fixed)
Edited by Zigadirasu on Apr 24, 2011 at 06:21 PM


milkkookie
Joined: Aug 10, 2010

:)


Posted: Apr 24, 2011 04:37 PM    Msg. 12 of 21       
Quote: --- Original message by: Zigadirasu
Quote: --- Original message by: milkkookie
if you blow some one up inside a vehicle you wont get the kill


i also make it for containment and fixed thit problem
(idk if the laster version uploaded is with this fixed)

how?


Zigadirasu
Joined: Sep 8, 2010

all life will end soon or late


Posted: Apr 25, 2011 07:15 PM    Msg. 13 of 21       
i did this



the damage_effect will only afect the vehicle

(i lazy to explain...)


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 25, 2011 07:17 PM    Msg. 14 of 21       
Destructable vehicles still wont sync.


Zigadirasu
Joined: Sep 8, 2010

all life will end soon or late


Posted: Apr 25, 2011 08:12 PM    Msg. 15 of 21       
i "forced" it to sync, i just have ONE problem when the game's vehicles respawn act the respawned vehicle won't get back from his original places :(


Xoronatus
Joined: Dec 6, 2010

Taking a break


Posted: Apr 25, 2011 08:51 PM    Msg. 16 of 21       
Quote: --- Original message by: milkkookie

if you mean vehicles like the banshee and the ghost in the campaign that can be destroy but respawn back like new in a mp map ,then its possible, and there wouldn't be a sync problem because vehicles do sync online when they are destroyed.
Edited by milkkookie on Apr 23, 2011 at 09:33 PM


Wow, really, so you could have it just like in Halo 2. Where vehicles can be destroyed and will sync. Because I thought it was like, if you have a damaged vehicle on the host's computer, if someone joins and gets in that vehicle, on their computer the vehicle will have full health.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Apr 25, 2011 10:08 PM    Msg. 17 of 21       
Quote: --- Original message by: Zigadirasu
i "forced" it to sync, i just have ONE problem when the game's vehicles respawn act the respawned vehicle won't get back from his original places :(


No, it still does not sync. The damage of the vehicle.


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 25, 2011 11:27 PM    Msg. 18 of 21       
You guys are completely missing what i said. I'm looking to script a DEAD VEHICLE (object) to replace a functional Vehicle in game after the driver and all passengers are killed; leaving a smoking hunk of clutter on the battlefield to maneuver around. Meanwhile the "destroyed vehicle" automatically respawns back at its base. The vehicles themselves will take no damage nor show it they are mobile trigger volumes for object spawns.

In other words, it WILL sync because it is an object being added rather than a vehicles health being modifyed. So stop the trolling and deal with it.


milkkookie
Joined: Aug 10, 2010

:)


Posted: Apr 25, 2011 11:57 PM    Msg. 19 of 21       
Quote: --- Original message by: XlzQwerty1
Quote: --- Original message by: Zigadirasu
i "forced" it to sync, i just have ONE problem when the game's vehicles respawn act the respawned vehicle won't get back from his original places :(


No, it still does not sync. The damage of the vehicle.

completely forgot about that D:


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Apr 26, 2011 12:02 PM    Msg. 20 of 21       
Um. I'm not sure, but i think he's saying he wanted it so when all of the vehicles riders have been killed the scrip respawns the vehicles (without destroying it) and a dead permutation is spawned where the old one was. Correct me if i'm wrong


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 26, 2011 07:35 PM    Msg. 21 of 21       
Quote: --- Original message by: grunt_eater
Um. I'm not sure, but i think he's saying he wanted it so when all of the vehicles riders have been killed the scrip respawns the vehicles (without destroying it) and a dead permutation is spawned where the old one was. Correct me if i'm wrong


^That is completely correct.^

And thanks Vamp...i think...I'll run a few tests if i can ever get my HEK operational again (it hates me)

 

 
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