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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »B30coop

Author Topic: B30coop (6 messages, Page 1 of 1)
Moderators: Dennis

mikenzb
Joined: Nov 7, 2011


Posted: Nov 7, 2011 02:23 AM    Msg. 1 of 6       
Hey Everyone.
Since I couldn't find a Topic about this, I made a New Topic.

I really love this Map and I was wondering if anyone has found any other maps like this.
BEFORE U TELL ME. I KNOW A.I. BOTS DOESN'T SYNC
I just love single player maps in multiplayer format.

Ps. Its too bad this Map ends only half way.

This is the Map Im Talking About: http://hce.halomaps.org/index.cfm?fid=2598
Edited by mikenzb on Nov 7, 2011 at 02:24 AM


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Nov 7, 2011 02:34 AM    Msg. 2 of 6       
... what?


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Nov 7, 2011 02:42 AM    Msg. 3 of 6       
Has anyone yet to really test if AI in vehicles would sync? Just a bunch of elites in ghosts on a map would do the trick.


mikenzb
Joined: Nov 7, 2011


Posted: Nov 7, 2011 02:54 AM    Msg. 4 of 6       
Yes sorry for the miss-understanding. Im Kinda Sleeply, but thats what I want. (to find other co-op maps)


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Nov 7, 2011 10:27 AM    Msg. 5 of 6       
I have done SP>MP conversions, but not in the way you wanted. My conversions are just taking parts of a level and transforming it into a playable area (as an example, a c10 (Library) conversion: http://hce.halomaps.org/index.cfm?fid=5475).

I have tried doing an actual conversion from SP to Co-Op, but it IS very hard. I just gave up after a while.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Nov 7, 2011 12:01 PM    Msg. 6 of 6       
Quote: --- Original message by: Masters1337
Has anyone yet to really test if AI in vehicles would sync? Just a bunch of elites in ghosts on a map would do the trick.

No, while AI are controlling things, they are brought out of sync. AI attached to players will even drag players out of sync.

To sync AI positions, you simply attach and detach vehicles to them. During that period that they are detached, their information is updated on all clients, and while they are attaching, they get the new position of the AI for the next detach update to clients. Remember when I was talking to you about my FP legs 3rd method? I told you I was basing it off of something I did a week beforehand, the AI sync lol (yes, thats how you get the most useable FP legs; attach and detach chunks of leg constantly with no sleep count)

To deal with the projectiles, there is one flag at the bottom of a weapon, the client-side projectiles.. uncheck that. (I believe just running a script to do (set allow_client_side_weapon_projectiles 0) would do the same, but might aswell tag it in so you dont have to bother adding that command to every map)

So, your going to want A) only host can spawn AI, or B) AI are defaultly invisible, you can only see the representation that attaches to the hosts
(it would be best to do both, but im usually lazy and just do B)

 

 
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