h2 zanzibar for ce has a big spinning wheel, as everyone knows. So far, I've noticed that many things don't sync, including doors and stuff. How does the spinning wheel sync over the internet? I know it syncs because on all the servers I go on, I can stand on the edge and get picked up. Bipeds sync. Doors that are activated by bipeds proximity sync. Weapons and powerups sync. Vehicles sync. Glass doesnt seem to sync, so how would an elevator thats on a loop sync, or a big wheel?
Is the zanzibar wheel scenery?
Does the zanibar gate sync?
How does it sync?
Does everything normally sync like that, or have I gone insane?
Does animated scenery sync?
- [MT]Omalley
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- llamaboy772
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- [MT]Omalley
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Well I think I need a device machine for a trebuchet that can launch people, or vehicles, but I guess that can me activated by proximity. I am looking into making scenery moveable like in halo 2. The easiest way that I see that happening is to make that bit of scenery a vehicle, so that it syncs, and just making it undrivable.
- skyline GT-R
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What are you talking about. Scenery can move without physics if it is animated. Even if you do set a physics tag for scenery it doesn't do anything. Scenery tags and vehicle tags are different tags, they react differently. Just like you don't need a physics tag for scenery to collide with a vehicle, just need a working collision model.ledhedgn wrote:its not that hard to make scenery move, you just got to create a physics tag for it. vehicles require a physics tag or they wont move, so yes, scenery with a physics tag, will sync.
- skyline GT-R
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Scenery doesn't react that way, you can go try it and be sadly disappointed. Scenery doesn't move, unless it is animated. Also, you have the wrong idea, physics=collision with bsp, other vehicles and the ablility to be drivible. Physics are ONLY for vehicles. Anyways the acceleration scale is what makes the vehicles move when a nade explodes near it, so either way you were wrong
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