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How are the hog and turrets tied together?
Posted: Thu May 15, 2008 7:49 pm
by superaison
Well..Title pretty much explains it.
How are they tied together?
Can't seem to figure out.
Posted: Thu May 15, 2008 9:15 pm
by DEEhunter
I think there is a marker on the back of the warthog that can me used to spawn different weapons or vehicles like the troop warthog attachment or the turret. If you spawn a warthog you will quickly notice that the turret on it spawns last.
Posted: Thu May 15, 2008 9:18 pm
by superaison
Hmm, Well with the identifiers, How are they connected? They may be seperate, however..
If I spawn a gunner hog, how does it tell? Ya know?
Posted: Thu May 15, 2008 9:22 pm
by DEEhunter
The warthog vehicle tag is spawned first and then its Depency(i think its spelled) tells halo to replace the marker with the turret using its identifier. Each vehicle tag is different for each weapon mounted on its back because of physic changes and weight changes and so on.
Posted: Fri May 16, 2008 7:58 am
by uralllame
Do you think it is possible to get different types of Hog via Forge mods? I have seen many Pit mods, but none of them have a Troop hog. How about trying to get a hog to spawn with no turret, or a scorpion turret or something silly?
Posted: Fri May 16, 2008 8:14 am
by rocket360gs
I really doubt that would be possible with a forge mod because that would require swapping dependencies.
Posted: Fri May 16, 2008 9:46 am
by Veegie
uralllame wrote:Do you think it is possible to get different types of Hog via Forge mods? I have seen many Pit mods, but none of them have a Troop hog. How about trying to get a hog to spawn with no turret, or a scorpion turret or something silly?
No.
Posted: Mon May 19, 2008 11:31 am
by uralllame
rocket360gs wrote:I really doubt that would be possible with a forge mod because that would require swapping dependencies.
The scorpion/no turret suggestion, yes. But how does Forge distinguish between a Gauss and Regular hog?
Posted: Mon May 19, 2008 11:57 am
by Tural
It's stored as a different value, if I recall correctly. A normal Warthog would be, for instance ID 1, and a variation would be ID 2, not a subset of ID 1. I don't know specifics, but I was told that's the gist of it.
Posted: Mon May 19, 2008 12:10 pm
by CabooseJr
So if a warthog had an ID of 0, it would be a turretless hog?
Posted: Mon May 19, 2008 12:23 pm
by Tural
I hope you're joking, however, I know you're not, so let me make it more obvious. I can't even fathom how you would assume that is logical.
I do not know the specifics, as I directly stated.
I used it as an example, hence the terminology used, and the fact that being ID 1 and whatever would be stupid and not even make sense.
They are not identified like that, as should be obvious to anyone.
They are just separate values, not one being a variant of the parent. That is the point I am making.
Posted: Mon May 19, 2008 12:35 pm
by CabooseJr
Then what would the ID of a turretless warthog be? Or would it have no ID at all?
Posted: Mon May 19, 2008 12:41 pm
by Tural
I don't know. For the third time, I do not know the specifics. It would be a separately spawned object, not a variant of the spawned Warthog object. Is there really anything else that matters than that? Hint: No.
The way it is spawned is as a variant of the Warthog.
The way it is identified in the usermap is not a variant of the Warthog, but rather a separate instance of the Warthog.
And again, this is what I was told, long ago. I do not mod. Nobody has posted information to the contrary, so that which Veegie told me, I am presenting.
Posted: Mon May 19, 2008 3:22 pm
by haxalot88
In the pit, since there is a troop hog, that means that there is indeed a warthog with the troop hog turret variant. Therefore it is possible to spawn a troop hog, however there's no exact way to tell what the identifier is.
Posted: Mon May 19, 2008 4:31 pm
by Tural
Nobody said it wasn't possible. However, it isn't possible through Forge, because usermaps do not store the dependencies of a object, they merely store the object identifier. Hence, if the vehicle does not have a specific identifier, you cannot spawn it through a usermap, and you must do it in the map itself.
Posted: Mon May 19, 2008 5:31 pm
by LuxuriousMeat
There is, however, a identifier for the troop hog.
Posted: Mon May 19, 2008 5:31 pm
by Tural
Well then.
Posted: Mon May 19, 2008 5:59 pm
by rocket360gs
Yeah, you can only spawn what is already designated to be in the map file as an object with an ident (doesn't have to be spawnable in Forge though). You have no way to modify that particular object other than spawning it and adjusting coordinates, rotation, number on map, etc.
Also, I heard the troop hog on The Pit can't be driven. Likely the seats aren't set up to work with MP.
Posted: Mon May 19, 2008 6:03 pm
by LuxuriousMeat
But it is missing a few reflexives that the other warthogs have, and I think one may be the seat reflexive so they may not be drivable.
Posted: Mon May 19, 2008 6:04 pm
by Eaton
LuxuriousMeat wrote:But it is missing a few reflexives that the other warthogs have, and I think one may be the seat reflexive so they may not be drivable.
Correct. There is a glitch to get out of The Pit so I threw grenades at the Troop to get its driver seat close to me, but it was undrivable. Even if you could spawn one, you can't drive it.