
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 4, 2011 11:32 AM
Msg. 106 of 120
Quote: --- Original message by: UBE Chief , you've probably been playing BG, Hugeass, Coldsnap and Extinction for the past two years, not delving into the vast ocean of maps available at your disposal here and instead keeping to that small pond of maps. No. Let me just copy down a few names for ya!. (h2)_Ivory_tower (h3)_sandtrap (h3)_sandtrap_race (h3)_turf (h3)Death_Island Now enough of these (H2) and (h3) maps blood_creek_campus_pb1 burial_mounds_classic Chronopolis_C3_Public_Beta0.2 CMT_Coagulation_CE CMT_G3_Augur cmt_Snow_Grove cmt_snow_grove_v2 Coldsanp deltaruins deltaruins_v2 desolation_Beta_ver1 Falujah_1.2 h2-lockout_final h3mt_narrows h3the_pit Hornets_Nest Hydrolysis Ledge Mystic Plus all of the halo one maps that bungie made. This isn't even half of my maps list BTW I could go on and on. But i think you get the idea. And i have played client on all. So yes. I'v played with the "Vast ocean of maps available at my disposal" Now can we get back to the topic Edited by grunt_eater on May 4, 2011 at 11:33 AMEdited by grunt_eater on May 4, 2011 at 11:35 AM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: May 4, 2011 11:48 AM
Msg. 107 of 120
The point is, any SP scripts will not sync. This is the same reason that assassination animations (as cutscenes) would work in SP, not MP. Basically, even if you gave these 'AI' strict scripts so that they are not random, and do the same thing for every player, they would suck and still not sync. A MP version of SP is impossible unless you find a way to modify the engine to transmit/recieve vast amounts of data. This would require that all players have the modification, or they will be limited to the current MP's boundaries. This would also call for adjustments to the entire engine, or else there would be serious lag. Look at http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=37281&start=1 again to see what I mean.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 4, 2011 12:19 PM
Msg. 108 of 120
1. assassination can work in MP. I'm almost done with it. How it works. In every weapon tag you have the player melee response. This is a damage effect, usually used for making the camera shake when you melee. Scroll down in there and you can add a stun, This makes it so you can't move. Make it a high number for all stun things and make it last for about 5 seconds. Add 0.0001 to the damage lower and upper bound, just so it will make the stun work. Wallah you can now not move when using melee. Now replace the third person melee animation for your new one, That i'm still making, and you h killed back gut (or whatever) for your new assassinated animation. Now we're close. ALL i need now is a script. I still can't seem to get any help with it. The command (camera_set_dead (unit (list_get (players) 0))) And all other players make it so when you melee it makes your camera go into the dead camera state so it swivels around you to see the assassination. And afterwords it goes back to normal. And now we have the "Assassination" you want. Now you have my secret to how i'm ganna do it. Happy? Now will everyone please stop asking for the assassination. I'M WORKING ON IT!! If you by chance make the script please post it here so i can finish the project http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=37366Edited by grunt_eater on May 4, 2011 at 01:01 PM
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: May 4, 2011 01:05 PM
Msg. 109 of 120
Quote: --- Original message by: Daku Actually, Star Wars Battlefront II for pc can play with 16 players and syncing ai, and the number of players can go up to 32 players. Quote: with server side determinism The star wars games like the unreal games are client side. Edited by Dennis on May 4, 2011 at 01:06 PM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: May 4, 2011 03:01 PM
Msg. 110 of 120
I like 'em both. Star Wars: Republic commando actually IS an Unreal game. The engine is pretty sweet. And it's free and open source. I did a bit of modding with it a couple of years ago, but I had a version from back in 2004/5.
You like Star Wars games Dennis?
I love Star Wars! I even speak Mando'a (the language of Boba Fett's people). Yes, I am a nerd.
Back on topic, is anyone here good at using Open Sauce, or shall we just abandon the topic and mark it as solved?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 4, 2011 03:06 PM
Msg. 111 of 120
What is it we're using Open Sauce for?. I thought we were making them vehicles and moving them with the object attach\detach commands? Edited by grunt_eater on May 4, 2011 at 03:08 PM
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Petera275
Joined: Dec 7, 2010
Some things just don't work...
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Posted: May 4, 2011 03:26 PM
Msg. 112 of 120
Yes, that is the plan, but as explained, even that would not sync. And it would look pretty wierd. For something decent which syncs, you need to modify the engine. No scripting walkaround can stop the fact that some things just aren't possible in MP without engine modding.
Shall we stop yet, seeing as this has already been resolved/is getting nowhere?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: May 4, 2011 03:30 PM
Msg. 113 of 120
Quote: A vehicles stuck in one spot has no movement, and because the turret angle changes and projectiles sync, then the ai will sync. limited in what it can do, but it will sync. Oh yeah, that's true. But still, guys, the looking of the ai would not be the same for everyone... if the existence of the ai is even synced. And the client whould need a script to keep the ai from shooting.
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UBE Chief
Joined: Sep 28, 2009
Raising the bar, one kill at a time.
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Posted: May 4, 2011 03:46 PM
Msg. 114 of 120
So, yet again, we come to the conclusion that AI never sync, and any parody of AI (bipeds, vehicles, etc.), even WITH the assistance of scripts, will also never sync on Halo's ten-year-old BLAM! engine.
/thread
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Fusion
Joined: May 4, 2011
Even fools are wise when they do not speak.
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Posted: May 4, 2011 03:53 PM
Msg. 115 of 120
Quote: --- Original message by: DennisQuote: with server side determinism The star wars games like the unreal games are client side. Edited by Dennis on May 4, 2011 at 01:06 PM There are dedicated servers on Star Wars Battlefront II, but to play on them, $ has to be coughed up. Edited by Daku on May 4, 2011 at 04:54 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: May 4, 2011 06:07 PM
Msg. 116 of 120
Sigh. I suppose if everyone thinks it will fail and no one is willing to help then the only option is to give up on it...I thought it was a sound argument though. So whatever
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: May 4, 2011 06:37 PM
Msg. 117 of 120
Quote: --- Original message by: DakuQuote: --- Original message by: DennisQuote: with server side determinism The star wars games like the unreal games are client side. Edited by Dennis on May 4, 2011 at 01:06 PM There are dedicated servers on Star Wars Battlefront II, but to play on them, $ has to be coughed up. Edited by Daku on May 4, 2011 at 04:54 PM You've apparently misunderstood the term. What I am talking about is how the server dedicated or not handles the resolution of hits and position. There are mainly two types Client Side and Server Side. Without going into a long discussion about it, at it's most basic on a client side the hit is determined by the client and the server arbitrates and transmits the result. For Server side the server determines the hit and tells all the clients. Server side determinism has much more overhead in the network data that it needs than client side however it is harder to create hacks and cheats since the decisions are on the server not the client. There are pros and cons for both systems. Halo is server side by design. Edited by Dennis on May 4, 2011 at 06:37 PM
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Switchblade
Joined: Jul 3, 2007
"Do you believe my threat is ended with my death?"
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Posted: May 4, 2011 07:24 PM
Msg. 118 of 120
Quote: --- Original message by: grunt_eater Sigh. I suppose if everyone thinks it will fail and no one is willing to help then the only option is to give up on it...I thought it was a sound argument though. So whatever Hey, you have suport here; i just need verification of your idea. Ok, we all understand the idea of using multiple triggers to get a "reaction." what you were failing to do was say that you are attatching a trigger spawned needler projectile to the weapon node of the vehicle-biped to make it look like its targetting players. What you are asking for is a script to both cause the vehicle-bipeds weapon to fire(there is a checkbox for this in the weapons tags) and detonate said initial projectile when the player steps on another trigger volume, spawning another projectile and beginning the process again. As for "vehicle movement",you were onto something when you said leave all vehicles(if using vehicles) in an idle animation loop to show it "running." To get it to "pursue" you'd do nearly the exact same thing done for the weapon as you'd do for the vehicles' node(or gbx model,or collision geometry, or whatever you "smarter people" want to correct it as)
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Fusion
Joined: May 4, 2011
Even fools are wise when they do not speak.
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Posted: May 5, 2011 12:34 AM
Msg. 119 of 120
Quote: --- Original message by: Dennis You've apparently misunderstood the term. What I am talking about is how the server dedicated or not handles the resolution of hits and position. There are mainly two types Client Side and Server Side. Without going into a long discussion about it, at it's most basic on a client side the hit is determined by the client and the server arbitrates and transmits the result. For Server side the server determines the hit and tells all the clients. Server side determinism has much more overhead in the network data that it needs than client side however it is harder to create hacks and cheats since the decisions are on the server not the client. There are pros and cons for both systems. Halo is server side by design. Edited by Dennis on May 4, 2011 at 06:37 PM ^^; Oops, completely my mistake.
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olly12345
Joined: Jul 30, 2008
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Posted: May 5, 2011 07:24 AM
Msg. 120 of 120
Quote: --- Original message by: SlappyThePirateQuote: A vehicles stuck in one spot has no movement, and because the turret angle changes and projectiles sync, then the ai will sync. limited in what it can do, but it will sync. Oh yeah, that's true. But still, guys, the looking of the ai would not be the same for everyone... if the existence of the ai is even synced. And the client whould need a script to keep the ai from shooting. \ The AI CAN fire, but I've only seen it done with rocket warthogs. Damage against AI doesn't work, but damage from the projectiles does.
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