Does animated scenery sync?

Discuss stuff related to HaloCE (for modding, go to the HEK General forum).
Post Reply
User avatar
[MT]Omalley





Posts: 12
Joined: Sun Feb 05, 2006 6:28 pm
Location: Oklahoma
Contact:

Does animated scenery sync?

Post by [MT]Omalley »

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?
Image
User avatar
llamaboy772





Posts: 729
Joined: Mon Apr 05, 2004 2:29 pm
Location: The diamond in the rough...
Contact:

Post by llamaboy772 »

The zazibar wheel is a device machine, and therefor synks.
Image
User avatar
[MT]Omalley





Posts: 12
Joined: Sun Feb 05, 2006 6:28 pm
Location: Oklahoma
Contact:

Post by [MT]Omalley »

ah, nice. So if I were to make a device machine out of everything else (Not entirely srue how yet) it would all sync?
ledhedgn





Posts: 251
Joined: Wed Jun 22, 2005 2:44 pm
Contact:

Post by ledhedgn »

In theory, though i would only suggest using device's for stuff that actually impact gameplay, like gates, the zanzibar wheel, doors, you know, stuff like that.
User avatar
[MT]Omalley





Posts: 12
Joined: Sun Feb 05, 2006 6:28 pm
Location: Oklahoma
Contact:

Post by [MT]Omalley »

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.
ledhedgn





Posts: 251
Joined: Wed Jun 22, 2005 2:44 pm
Contact:

Post by ledhedgn »

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.
User avatar
skyline GT-R
Readers Club





Posts: 130
Joined: Mon Nov 21, 2005 4:04 pm

Post by skyline GT-R »

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.
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





Posts: 251
Joined: Wed Jun 22, 2005 2:44 pm
Contact:

Post by ledhedgn »

im pretty sure that if you give the scenery a physics trag along with a collision tag it will respond in the same general way a vehicle would to, oh lets just say a grenade, they will be blown away
User avatar
skyline GT-R
Readers Club





Posts: 130
Joined: Mon Nov 21, 2005 4:04 pm

Post by skyline GT-R »

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 :wink: .
Post Reply