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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Very simple door sync

Author Topic: Very simple door sync (6 messages, Page 1 of 1)
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JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Jun 18, 2016 05:40 AM    Msg. 1 of 6       
Just a small, simple script I thought I'd share for making doors work online.

(script continuous door1
(if
(= (volume_test_objects_all door1vol (players)) true)
(begin
(device_set_position door1 1.0)
(sleep 15)))
)

Edit: This is pointless, doors work online on their own. Disregard this.
Edited by JadeRifter on Jun 20, 2016 at 05:30 AM


OctaVinyl
Joined: Dec 8, 2015

¡Voy A comer tù corazon!


Posted: Jun 18, 2016 07:28 AM    Msg. 2 of 6       
All we need now I guess is Vehicle sync for AI. I mean, it still feels annoying seeing floating bodies on a vehicle.


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Jun 18, 2016 07:41 AM    Msg. 3 of 6       
Quote: --- Original message by: OctaVinyl
All we need now I guess is Vehicle sync for AI. I mean, it still feels annoying seeing floating bodies on a vehicle.


Not much I can do about that right now. Even with the proper animations, it would just look to choppy as you get faster. I tested this with an ai gunner on my server. It works, even when you re-join, but it looks really bad.

Stationary gun turrets and flying characters look much better online with the sync method I've been using.


OctaVinyl
Joined: Dec 8, 2015

¡Voy A comer tù corazon!


Posted: Jun 18, 2016 07:44 AM    Msg. 4 of 6       
It seems so. Hopefully there would be some sort of script to at least make the AI not look like you're Ping is about 999.


LegitGameReviews
-banned for conduct-
Joined: Jun 14, 2016

AMU Leader


Posted: Jun 19, 2016 03:30 PM    Msg. 5 of 6       
I'm not sure exactly how effective your script is, but as is, it won't compile so this is how it should be:

(global short plyrnum 0)

(script static unit player
(unit (list_get (players) plyrnum))
)


(script continuous door1sync
(if
(= (volume_test_objects_all door1vol (player)) true)
(device_set_position door1 1.0)
)
(sleep 15)
(if (< plyrnum 15) (set plyrnum (+ plyrnum 1)) (set plyrnum 0))
)


Not sure why this script exists in the first place without a corresponding vehicles crush sync script. Might want to add that in as well.
Edited by LegitGameReviews on Jun 19, 2016 at 03:31 PM


JadeRifter
Joined: Dec 20, 2015

I'm a real light sleeper, Childs.


Posted: Jun 19, 2016 05:29 PM    Msg. 6 of 6       
Quote: --- Original message by: LegitGameReviews

I'm not sure exactly how effective your script is, but as is, it won't compile so this is how it should be:

(global short plyrnum 0)

(script static unit player
(unit (list_get (players) plyrnum))
)


(script continuous door1sync
(if
(= (volume_test_objects_all door1vol (player)) true)
(device_set_position door1 1.0)
)
(sleep 15)
(if (< plyrnum 15) (set plyrnum (+ plyrnum 1)) (set plyrnum 0))
)


Not sure why this script exists in the first place without a corresponding vehicles crush sync script. Might want to add that in as well.
Edited by LegitGameReviews on Jun 19, 2016 at 03:31 PM


Why isn't it compiling for you, what does the error say? The script works just fine when I do it.

This was the original script I used in the vid.

(script continuous door1detect
(if
(= (volume_test_objects_all openvol (players)) true)
(begin
(device_set_position door1 1.0)
(sleep 15)))
)

It runs on the client and server, so it opens the door on both at the same time.
Edited by JadeRifter on Jun 19, 2016 at 06:51 PM

 

 
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