
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 12:59 PM
Msg. 1 of 23
So i know of two ways of doing the backpack and sidearm weapons effect in halo ce. The first is you take your biped and add two marker, backpack and sidearm, on the back and hip. And place a scenery\weapon\object of any kind in the map named the same type of weapon that it is. Then run a script like (script continuous backpack-weapons (if (not (unit_has_weapon_readied (unit (list_get (players) 0)) "weapons\sniper rifle\sniper rifle")) (objects_attach (unit (list_get (players) 0)) "backpack" sniper "attach-point")) ) And then place one of each weapon for each player and run a script like this for all of it. This involves 16 of each 14 weapons being placed on the map. 16 variants of approximately 14 variations of the same script being run, for each player and each weapon... Or, the permutations way. In the model for the player have 14 permutations, one for each weapon, and use a script like this script continuous backpack-sidearm (if (not (unit_has_weapon_readied (unit (list_get (players) 0)) "weapons\sniper rifle\sniper rifle")) (object_set_permutation (unit (list_get (players) 0)) "unnamed" "sniper")) ) For each player and each weapon. This way would increase the model's file size for having 14 permutations instead of the map's size with 224 new weapons\scenery\whatever you want. So which way do you guys think would be best? Which way would sync best? I am, of course, talking about multi-player. Thanks for any input you guys can offer :)
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 1, 2013 01:32 PM
Msg. 2 of 23
Wouldnt you need to place a scenery for each different player ? And I think the object attach function haves sync issues...
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HaloExtreme117
Joined: May 5, 2012
~Gone~
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Posted: Feb 1, 2013 01:34 PM
Msg. 3 of 23
Quote: --- Original message by: bourrin33 Wouldnt you need to place a scenery for each different player ? And I think the object attach function haves sync issues... Objects_attach doesn't sync at all. For it to sync in MP, you have to constantly attach and detach, and it's going to look terrible. Permutations are the way to go. Edited by HaloExtreme117 on Feb 1, 2013 at 01:35 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 01:57 PM
Msg. 4 of 23
@bourrin33: That's what i said. 16 of each weapons. One for each player. There are 14 different types of weapons. So, then, 14x16=224. Sorry if i was unclear, i'm alittle distracted :P
@HaloExtream117: I thought as long as every player was running the same continuous script compiled into the map it would sync correctly :/
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 1, 2013 02:02 PM
Msg. 5 of 23
permutations way is far more effective and easy to realize
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 02:20 PM
Msg. 6 of 23
Okay, i'll do that then. Thanks for the input, guys :3
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 1, 2013 02:24 PM
Msg. 7 of 23
Quote: --- Original message by: grunt_eater Okay, i'll do that then. Thanks for the input, guys :3 if you want some reach biped source to succeed in your task...
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 02:26 PM
Msg. 8 of 23
Oh, no this will be an h3 map. Lol. But i will ask for one thing. Can you extract the skirmisher model and textures? :o
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 1, 2013 02:39 PM
Msg. 9 of 23
Permutations for MP. Object attach for SP.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Feb 1, 2013 03:11 PM
Msg. 10 of 23
Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: bourrin33 Wouldnt you need to place a scenery for each different player ? And I think the object attach function haves sync issues... Objects_attach doesn't sync at all. For it to sync in MP, you have to constantly attach and detach, and it's going to look terrible. Permutations are the way to go. Neither are going to sync. Scenery doesnt sync in the first place, nor does the attaching. Permutation changing doesnt sync. Either way would require both the host and client preforming all the actions for every player they see on their own side anyways. Anyways, while scenery is easier for you and such, depending on how you get rid of the scenery after you detach it and whatever else you do with it, it can become a problem; especially with 16 players, meaning 16x the chances for the issues to arise. If you have the time and free shader slots to do it via permutations, then it is far stabler, and can easily transfer to any map without having to place 16 of each possible weapon, etc.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 1, 2013 03:59 PM
Msg. 11 of 23
Quote: --- Original message by: kirby_422Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: bourrin33 Wouldnt you need to place a scenery for each different player ? And I think the object attach function haves sync issues... Objects_attach doesn't sync at all. For it to sync in MP, you have to constantly attach and detach, and it's going to look terrible. Permutations are the way to go. Neither are going to sync. Scenery doesnt sync in the first place, nor does the attaching. Permutation changing doesnt sync. Either way would require both the host and client preforming all the actions for every player they see on their own side anyways. Anyways, while scenery is easier for you and such, depending on how you get rid of the scenery after you detach it and whatever else you do with it, it can become a problem; especially with 16 players, meaning 16x the chances for the issues to arise. If you have the time and free shader slots to do it via permutations, then it is far stabler, and can easily transfer to any map without having to place 16 of each possible weapon, etc. Sounds good. But are you saying that if every client is running the same continuous script it will sync? like if i compile it into the map, a script constantly checking every player, and every client and the host are running it. Will it sync?
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 2, 2013 04:56 AM
Msg. 12 of 23
Quote: --- Original message by: kirby_422Quote: --- Original message by: HaloExtreme117Quote: --- Original message by: bourrin33 Wouldnt you need to place a scenery for each different player ? And I think the object attach function haves sync issues... Objects_attach doesn't sync at all. For it to sync in MP, you have to constantly attach and detach, and it's going to look terrible. Permutations are the way to go. Neither are going to sync. Scenery doesnt sync in the first place, nor does the attaching. Permutation changing doesnt sync. Either way would require both the host and client preforming all the actions for every player they see on their own side anyways. Anyways, while scenery is easier for you and such, depending on how you get rid of the scenery after you detach it and whatever else you do with it, it can become a problem; especially with 16 players, meaning 16x the chances for the issues to arise. If you have the time and free shader slots to do it via permutations, then it is far stabler, and can easily transfer to any map without having to place 16 of each possible weapon, etc. Why does it work on CMT maps ?
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Feb 2, 2013 05:20 AM
Msg. 13 of 23
Weapons sync right... Just (object create) one up, (object attach) to your marker then (object destroy) it and repeat. Just like your method but with weapons, but since they disappear after a while that's why tou would do (object creat) and (object destroy) ****post deleted after a re-read**** Edited by hobbet360 on Feb 2, 2013 at 05:21 AM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 2, 2013 05:27 AM
Msg. 14 of 23
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 2, 2013 07:17 AM
Msg. 15 of 23
I think a scumbag Steve variant is more appropriate for you as a person, lmao.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 2, 2013 01:03 PM
Msg. 16 of 23
Um, okay. Haha. A lot of the weapons i'm using are custom. So i'll have to make them myself. But thanks, masters. Lol.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Feb 2, 2013 01:27 PM
Msg. 17 of 23
Well thats the script CAD wrote for Snowgrove. Just plug in your own weapons and do permutations in your model for the weapons and you are good to go with backpack weapons.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 2, 2013 01:44 PM
Msg. 18 of 23
That "plrnum" thing is an actual reference to the player in game ?
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 2, 2013 07:21 PM
Msg. 19 of 23
Quote: --- Original message by: Masters1337 Well thats the script CAD wrote for Snowgrove. Just plug in your own weapons and do permutations in your model for the weapons and you are good to go with backpack weapons. Here's your scumbag masterz meme btw! 
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Feb 3, 2013 06:05 AM
Msg. 20 of 23
Quote: --- Original message by: The LodemanQuote: --- Original message by: Masters1337 Well thats the script CAD wrote for Snowgrove. Just plug in your own weapons and do permutations in your model for the weapons and you are good to go with backpack weapons. Here's your scumbag masterz meme btw! http://i46.tinypic.com/2wmht9d.png K.
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The Lodeman
Joined: Sep 16, 2012
Hipster Lodeman: Enjoyed goats before it was cool.
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Posted: Feb 3, 2013 06:43 AM
Msg. 21 of 23
Cheers bourrin. You are a good man.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Feb 4, 2013 11:14 AM
Msg. 22 of 23
Quote: Can you extract the skirmisher model and textures? :o Quote: Are you saying that if every client is running the same continuous script it will sync? like if i compile it into the map, a script constantly checking every player, and every client and the host are running it. Will it sync?
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Feb 4, 2013 12:08 PM
Msg. 23 of 23
It's not that the scripts sync, its that the conditions are met on both sides at approximately the same time, meaning they do the same thing. If the condition is skewed for whatever reason, its not like it will sync or anything. Anyways, having a certain weapon out, sure, the game is going to be telling everyone that, so the script will be able to react on everyones PCs.
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