
UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Apr 27, 2011 10:54 PM
Msg. 36 of 58
1) Neither did you.
2) I never intended 343GS to be interactable. It is simply the player's prerogative if s/he wants to interact with 343GS as he just so happens to be semi-accessable to the players.
Also, people would kill him for teh lulz. I've seen noobs do more retarded things to other stuff/people...
3) Obviously. I never wanted it to sync in the first place.
4) I didn't know how to do that in the first place, hence the reason for this topic. Plus, it's a bitch getting to place 343GS in a map in the first place due to animation issues (blame Stosh) >.<
5) That's excellent! Now if only I can do that...and stop calling it scenic. It makes it sound as though you made him an actual .scenery tag :|
6) It was the original biped, blame Bungie (Stosh) for making 343GS killable with a single melee to the back.
7) I already stated that I'll be making it so that 343GS can't be killed.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 28, 2011 12:07 AM
Msg. 37 of 58
I assume your saying your using a BSP that you didn't make yourself. Just find a way off map area and spawn him there, then just teleport him. Almost all maps have at least somewhere the player can't get to. Or just hide him under some scenery...
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: Apr 28, 2011 12:50 AM
Msg. 38 of 58
Alright, so we know that AI movement doesn't sync. As in, where they walk, run, jump, crouch, sprint, fly, any physical motion of an AI will not sync. But will their bullets and grenades sync? Edited by Xoronatus on Apr 28, 2011 at 12:50 AM
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: Apr 28, 2011 01:28 AM
Msg. 39 of 58
Quote: --- Original message by: chrisk123999 I assume your saying your using a BSP that you didn't make yourself. Exactly. SP>MP converts = not my work. I've already thought of an area where he can spawn, and the only way for the player(s) to get there is by using debug cam and cheat_teleport_to_camera because it's blocked by a killbarrier. Is this fine? ...Oh, wait, I can't spawn a 343GS biped/AI because sapien will crash from its animations. Why? Idk, but it's retarded :|
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Apr 28, 2011 03:09 AM
Msg. 40 of 58
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Apr 28, 2011 06:54 AM
Msg. 41 of 58
Quote: --- Original message by: Xoronatus
Alright, so we know that AI movement doesn't sync. As in, where they walk, run, jump, crouch, sprint, fly, any physical motion of an AI will not sync. But will their bullets and grenades sync? Edited by Xoronatus on Apr 28, 2011 at 12:50 AM Good question--here's what happens:  And clients can't see server projectiles if the 'projectile is client-side only' is checked in the weapon tag. To my knowledge, rockets (which are synced projectiles) should sync, but maybe since it was fired from an ai, they won't.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Apr 28, 2011 10:17 AM
Msg. 42 of 58
As a note, if you die by client-side ai the server will accept it for the simple reason of: "who would create a death hack?" Edited by Dwood on Apr 28, 2011 at 10:18 AM
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cyboryxmen
Joined: Nov 7, 2010
--CG artist-- New mission. Refuse this Mission!
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Posted: Apr 28, 2011 10:52 AM
Msg. 43 of 58
Quote: --- Original message by: UBE Chief this AI is moving along one pathway, and there is only one AI. Holograms? If so, you can use projectiles with the same speed and animation to that of a cyborg. The damn sniper can't tell the difference and will shoot it anyway. When the hologram disappears, the poor dazzled sniper, by instinct, will turn around only to find 7 berserk players, who were constantly kill-spawned, lunging at him with hammers, swords and plasma canons - true story This method can be easily modified to be used for other purposes like scenery. -Zekilk Edited by cyboryxmen on Apr 28, 2011 at 10:53 AM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Apr 28, 2011 06:14 PM
Msg. 44 of 58
I believe the only thing that AI can be used for is Cameras. As there is a checkbox somewhere which makes AI look at the closest player, and of course player locations are sync'ed.
So this means that the camera (ai) will always be looking at the closest player, but that is pretty useless and very limited. And probably still buggy.
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Apr 28, 2011 10:37 PM
Msg. 45 of 58
Only map that I know of that works with one set of AI on both the server and client machine is Truth and Recon. We have tested it, and it works. Of course the AI don't sync, but its close. http://hce.halomaps.org/index.cfm?fid=2961I will post the extracted script later... Edited by Mysterion on Apr 28, 2011 at 10:54 PM
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Apr 28, 2011 11:34 PM
Msg. 46 of 58
Quote: --- Original message by: Mysterion We have tested it, and it works. Of course the AI don't sync, but its close.
Ouch! I just bit my tongue! Close, as in almost pregnant or just a little bit dead? It's a yes or no condition: it does or it doesn't sync there is no in between. I'll be quiet now. Edited by Dennis on Apr 28, 2011 at 11:34 PM
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: Apr 28, 2011 11:46 PM
Msg. 47 of 58
Ok, close isn't the word for it...but at least there are NOT two AI showing on the client machine, and no lag. It is by far the best attempt I've seen in all the maps released. The read me says:Made By: Malolo420 Xfire: Malolo Email/MSN: Malolo420@hotmail.com
Notes: Ai is ALMOST synced, and no duplicated biped on client side. Coop of outside truth and reconciliation (outside only).
Credits: kinkilla for testing, kirby 422 for jackal shieldHere is the extracted script:(script startup void firstai (begin (sleep_until (volume_test_objects aione (players)) 15) (ai_set_respawn ai1 true) (sleep 225) (object_destroy_all) (sv_say the doors will dissappear, its just placing the ai) (sleep 1) (object_create_anew m1) (object_create_anew m2) (object_create_anew m3) (object_create_anew m4) (object_create_anew m5) (object_create_anew m6) (object_create_anew m7) (object_create_anew m8) (object_create_anew m9) (object_create_anew m10) (object_create_anew m11) (object_create_anew m12) (object_create_anew m13) (object_create_anew m14) (object_create_anew m15) (object_create_anew m16) (object_create_anew m17) (object_create_anew m18) (object_create_anew m19) (object_create_anew m20) (object_create_anew m21) (object_create_anew m22) (object_create_anew m23) (object_create_anew m24) (object_create_anew m25) (object_create_anew m26) (object_create_anew m27) (object_create_anew m28) 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(object_create_anew s214) (object_create_anew s215) (object_create_anew s216) (object_create_anew s217) (object_create_anew block1) (object_create_anew block2) (sleep 225) (object_destroy block1) (sv_say made by: malolo420) (ai_set_respawn ai1 false)))
(script startup void secondai (begin (sleep_until (volume_test_objects aitwo (players)) 15) (sv_say placing ai, please wait) (ai_set_respawn ai2 true) (sleep 225) (object_destroy_all) (sleep 1) (object_create_anew m1) (object_create_anew m2) (object_create_anew m3) (object_create_anew m4) (object_create_anew m5) (object_create_anew m6) (object_create_anew m7) (object_create_anew m8) (object_create_anew m9) (object_create_anew m10) (object_create_anew m11) (object_create_anew m12) (object_create_anew m13) (object_create_anew m14) (object_create_anew m15) (object_create_anew m16) (object_create_anew m17) (object_create_anew m18) (object_create_anew m19) (object_create_anew m20) (object_create_anew m21) (object_create_anew m22) (object_create_anew m23) (object_create_anew m24) (object_create_anew m25) (object_create_anew m26) (object_create_anew m27) (object_create_anew m28) (object_create_anew m29) (object_create_anew m30) (object_create_anew m31) (object_create_anew m32) 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(object_create_anew block2) (object_create_anew block3) (sleep 225) (object_destroy block2) (ai_set_respawn ai2 false)))
(script startup void thirdai (begin (sleep_until (volume_test_objects aithree (players)) 15) (sv_say placing ai, please wait) (ai_set_respawn ai3 true) (sleep 225) (object_destroy_all) (sleep 1) (object_create_anew m1) (object_create_anew m2) (object_create_anew m3) (object_create_anew m4) (object_create_anew m5) (object_create_anew m6) (object_create_anew m7) (object_create_anew m8) (object_create_anew m9) (object_create_anew m10) (object_create_anew m11) (object_create_anew m12) (object_create_anew m13) (object_create_anew m14) (object_create_anew m15) (object_create_anew m16) (object_create_anew m17) (object_create_anew m18) (object_create_anew m19) (object_create_anew m20) (object_create_anew m21) (object_create_anew m22) (object_create_anew m23) (object_create_anew m24) (object_create_anew m25) (object_create_anew m26) (object_create_anew m27) (object_create_anew m28) (object_create_anew m29) (object_create_anew m30) (object_create_anew m31) (object_create_anew m32) 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(object_create_anew s180) (object_create_anew s181) (object_create_anew s182) (object_create_anew s183) (object_create_anew s184) (object_create_anew s185) (object_create_anew s186) (object_create_anew s187) (object_create_anew s188) (object_create_anew s189) (object_create_anew s190) (object_create_anew s191) (object_create_anew s192) (object_create_anew s193) (object_create_anew s194) (object_create_anew s195) (object_create_anew s196) (object_create_anew s197) (object_create_anew s198) (object_create_anew s199) (object_create_anew s200) (object_create_anew s201) (object_create_anew s202) (object_create_anew s203) (object_create_anew s204) (object_create_anew s205) (object_create_anew s206) (object_create_anew s207) (object_create_anew s208) (object_create_anew s209) (object_create_anew s210) (object_create_anew s211) (object_create_anew s212) (object_create_anew s213) (object_create_anew s214) (object_create_anew s215) (object_create_anew s216) (object_create_anew s217) (object_create_anew block3) (object_create_anew block4) (sleep 225) (object_destroy block3) (ai_set_respawn ai3 false)))
(script startup void fourthai (begin (sleep_until (volume_test_objects aifour (players)) 15) (sv_say placing ai, please wait) (ai_set_respawn ai4 true) (sleep 300) (object_destroy_all) (sleep 1) (object_create_anew m1) (object_create_anew m2) (object_create_anew m3) (object_create_anew m4) (object_create_anew m5) (object_create_anew m6) (object_create_anew m7) (object_create_anew m8) (object_create_anew m9) (object_create_anew m10) (object_create_anew m11) (object_create_anew m12) (object_create_anew m13) (object_create_anew m14) (object_create_anew m15) (object_create_anew m16) (object_create_anew m17) (object_create_anew m18) (object_create_anew m19) (object_create_anew m20) (object_create_anew m21) (object_create_anew m22) (object_create_anew m23) (object_create_anew m24) (object_create_anew m25) (object_create_anew m26) (object_create_anew m27) (object_create_anew m28) (object_create_anew m29) (object_create_anew m30) (object_create_anew m31) (object_create_anew m32) (object_create_anew m33) (object_create_anew m34) (object_create_anew m35) (object_create_anew m36) (object_create_anew m37) (object_create_anew m38) (object_create_anew m39) (object_create_anew m40) (object_create_anew m41) (object_create_anew m42) (object_create_anew m43) (object_create_anew m44) (object_create_anew m45) (object_create_anew m46) (object_create_anew m47) (object_create_anew m48) (object_create_anew m49) (object_create_anew s1) (object_create_anew s2) (object_create_anew s3) (object_create_anew s4) (object_create_anew s5) (object_create_anew s6) (object_create_anew s7) (object_create_anew s8) (object_create_anew s9) (object_create_anew s10) (object_create_anew s11) (object_create_anew s12) (object_create_anew s13) (object_create_anew s14) (object_create_anew s15) (object_create_anew s16) (object_create_anew s17) (object_create_anew s18) (object_create_anew s19) (object_create_anew s20) (object_create_anew s21) (object_create_anew s22) (object_create_anew s23) (object_create_anew s24) (object_create_anew s25) (object_create_anew s26) (object_create_anew s27) (object_create_anew s28) (object_create_anew s29) (object_create_anew s30) (object_create_anew s31) (object_create_anew s32) (object_create_anew s33) (object_create_anew s34) (object_create_anew s35) (object_create_anew s36) (object_create_anew s37) (object_create_anew s38) (object_create_anew s39) (object_create_anew s40) (object_create_anew s41) (object_create_anew s42) (object_create_anew s43) (object_create_anew s44) (object_create_anew s45) (object_create_anew s46) (object_create_anew s47) (object_create_anew s48) (object_create_anew s49) (object_create_anew s50) (object_create_anew s51) (object_create_anew s52) (object_create_anew s53) (object_create_anew s54) (object_create_anew s55) (object_create_anew s56) (object_create_anew s57) (object_create_anew s58) (object_create_anew s59) (object_create_anew s60) (object_create_anew s61) (object_create_anew s62) (object_create_anew s63) (object_create_anew s64) (object_create_anew s65) (object_create_anew s66) (object_create_anew s67) (object_create_anew s68) (object_create_anew s69) (object_create_anew s70) (object_create_anew s71) (object_create_anew s72) (object_create_anew s73) (object_create_anew s74) (object_create_anew s75) (object_create_anew s76) (object_create_anew s77) (object_create_anew s78) (object_create_anew s79) (object_create_anew s80) (object_create_anew s81) (object_create_anew s82) (object_create_anew s83) (object_create_anew s84) (object_create_anew s85) (object_create_anew s86) (object_create_anew s87) (object_create_anew s88) (object_create_anew s89) (object_create_anew s90) (object_create_anew s91) (object_create_anew s92) (object_create_anew s93) (object_create_anew s94) (object_create_anew s95) (object_create_anew s96) (object_create_anew s97) (object_create_anew s98) (object_create_anew s99) (object_create_anew s100) (object_create_anew s101) (object_create_anew s102) (object_create_anew s103) (object_create_anew s104) (object_create_anew s105) (object_create_anew s106) (object_create_anew s107) (object_create_anew s108) (object_create_anew s109) (object_create_anew s110) (object_create_anew s111) (object_create_anew s112) (object_create_anew s113) (object_create_anew s114) (object_create_anew s115) (object_create_anew s116) (object_create_anew s117) (object_create_anew s118) (object_create_anew s119) (object_create_anew s120) (object_create_anew s121) (object_create_anew s122) (object_create_anew s123) (object_create_anew s124) (object_create_anew s125) (object_create_anew s126) (object_create_anew s127) (object_create_anew s128) (object_create_anew s129) (object_create_anew s130) (object_create_anew s131) (object_create_anew s132) (object_create_anew s133) (object_create_anew s134) (object_create_anew s135) (object_create_anew s136) (object_create_anew s137) (object_create_anew s138) (object_create_anew s139) (object_create_anew s140) (object_create_anew s141) (object_create_anew s142) (object_create_anew s143) (object_create_anew s144) (object_create_anew s145) (object_create_anew s146) (object_create_anew s147) (object_create_anew s148) (object_create_anew s149) (object_create_anew s150) (object_create_anew s151) (object_create_anew s152) (object_create_anew s153) (object_create_anew s154) (object_create_anew s155) (object_create_anew s156) (object_create_anew s157) (object_create_anew s158) (object_create_anew s159) (object_create_anew s160) (object_create_anew s161) (object_create_anew s162) (object_create_anew s163) (object_create_anew s164) (object_create_anew s165) (object_create_anew s166) (object_create_anew s167) (object_create_anew s168) (object_create_anew s169) (object_create_anew s170) (object_create_anew s171) (object_create_anew s172) (object_create_anew s173) (object_create_anew s174) (object_create_anew s175) (object_create_anew s176) (object_create_anew s177) (object_create_anew s178) (object_create_anew s179) (object_create_anew s180) (object_create_anew s181) (object_create_anew s182) (object_create_anew s183) (object_create_anew s184) (object_create_anew s185) (object_create_anew s186) (object_create_anew s187) (object_create_anew s188) (object_create_anew s189) (object_create_anew s190) (object_create_anew s191) (object_create_anew s192) (object_create_anew s193) (object_create_anew s194) (object_create_anew s195) (object_create_anew s196) (object_create_anew s197) (object_create_anew s198) (object_create_anew s199) (object_create_anew s200) (object_create_anew s201) (object_create_anew s202) (object_create_anew s203) (object_create_anew s204) (object_create_anew s205) (object_create_anew s206) (object_create_anew s207) (object_create_anew s208) (object_create_anew s209) (object_create_anew s210) (object_create_anew s211) (object_create_anew s212) (object_create_anew s213) (object_create_anew s214) (object_create_anew s215) (object_create_anew s216) (object_create_anew s217) (object_create_anew block4) (sleep 300) (object_destroy block4) (ai_set_respawn ai4 false) (sleep_until (= (ai_living_count ai4) 0) 15) (sv_say you completed the level))) Edited by Mysterion on Apr 28, 2011 at 11:57 PM
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abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
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Posted: May 1, 2011 01:16 PM
Msg. 48 of 58
i know it cant sync with the engine...believe me, i get just as annoyed when people ask. but what if a 3rd party program running ON THE SERVER was in charge of sending the data out to each client to where the ai was and if it was firing. It would require a CRAP ton of bandwidth...but technically, would that work?
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 1, 2011 03:54 PM
Msg. 49 of 58
I doubt it. Halo is running on a 56k network, and even with a good broadband network at your disposal, Halo can't make use of it all, and will still not sync.
HOWEVER, I thank all of you for trying to help me solve this. Mysterion, if you could shorten that script so it only shows one AI spawning, that would be great. Right now, I don't think that having 300+ AI spawning is necissary for my map, lol.
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: May 1, 2011 06:32 PM
Msg. 50 of 58
Quote: --- Original message by: abkarch i know it cant sync with the engine...believe me, i get just as annoyed when people ask. but what if a 3rd party program running ON THE SERVER was in charge of sending the data out to each client to where the ai was and if it was firing. It would require a CRAP ton of bandwidth...but technically, would that work? Yes that could work. You could also write a new game engine.... but wait isn't that's what Bungie did.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: May 1, 2011 06:36 PM
Msg. 51 of 58
@Mysterion: (object_create_anew_containing s)
It's a lifesaver, trust me :P
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Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
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Posted: May 1, 2011 06:54 PM
Msg. 52 of 58
It wasn't my script, just one extracted from the map.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: May 1, 2011 07:13 PM
Msg. 53 of 58
Wasn't KillerKip working on a 3rd party program for this, RipCord?
I think he quit because all of you trolled the heck out of him, But Dennis just said it could with 3rd Party Apps, its just highly improbable that We could ever see something like this.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 1, 2011 08:53 PM
Msg. 54 of 58
Quote: --- Original message by: Slayer117 Wasn't KillerKip working on a 3rd party program for this, RipCord?
I think he quit because all of you trolled the heck out of him, But Dennis just said it could with 3rd Party Apps, its just highly improbable that We could ever see something like this. Glad you mentioned that... I looked into that again, contacting kip and all. He figured out how to get third-party a packet to be transmit without too much lag. He didn't get a program to read halo ce AI, however. The work stalled out when he couldn't get support from the community, or man power from people he worked with irl, to write scripts.
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Sprinkle
Joined: Jan 3, 2010
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Posted: May 2, 2011 06:07 PM
Msg. 55 of 58
Quote: --- Original message by: Dwood
As a note, if you die by client-side ai the server will accept it for the simple reason of: "who would create a death hack?" Edited by Dwood on Apr 28, 2011 at 10:18 AM That's either a really bad joke or you have no idea what's going on even with that nice picture above your post.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 2, 2011 06:10 PM
Msg. 56 of 58
Yeah, you can't die from client-side ai.
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Xoronatus
Joined: Dec 6, 2010
Taking a break
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Posted: May 2, 2011 07:22 PM
Msg. 57 of 58
Wait, so you know how you can make a phantom come into a map and drop off covenant guys. Do scenery custom animations sync online? Do biped custom animations sync online?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 4, 2011 03:14 PM
Msg. 58 of 58
Quote: --- Original message by: Xoronatus Wait, so you know how you can make a phantom come into a map and drop off covenant guys. Do scenery custom animations sync online? Do biped custom animations sync online? Scenery animations do not..And biped animations would sync, i think, If bipeds themselves did. But sadly. No
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