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Only host needs mod?
Posted: Fri Feb 22, 2008 5:57 am
by gofryanegg
I have a question. How do you make it so that only the host needs the mod, and then the rest of the people can see it?
Posted: Fri Feb 22, 2008 6:14 am
by bcnipod
the only time that can happen is if a mod is CSS. if anything is imported, or the skins have changed the other players might not be able to see that or even join.
Posted: Fri Feb 22, 2008 7:30 am
by swampyevilnut117
bcnipod's correct, only mods like changing a projectiles force, or changing the ROF, they can't see scenery duplicated in Sparkedit (as far as I know at least) but they can use teleporters (obviously)
You know what... I'm going to just write a list of what types of mods are joiner friendly and which ones people can't see and such...
Posted: Fri Feb 22, 2008 8:29 am
by halo3o3
No, I'm pretty sure they can see the duplicated scenery, as long as it's the stock scenery, I know for a fact they they can see equipment and weapons of the sort.
Posted: Fri Feb 22, 2008 8:42 am
by bcnipod
well, if i duplicate a rock, on BG. I don't think that it will appear for the people joining.
Posted: Fri Feb 22, 2008 9:18 am
by DeadHamster
yes it will. Unless mac's sparkedit works differentlythen PC's. Im assuming they both work the same way.
Posted: Fri Feb 22, 2008 11:41 am
by gofryanegg
so people wouldn't be able to see a change in a weapons projectile speed right?
Posted: Fri Feb 22, 2008 11:55 am
by bcnipod
no they won't they will hear the noise of someone getting hit, they will not notice the change in speed.
Posted: Fri Feb 22, 2008 2:13 pm
by swampyevilnut117
Well I've started working on that tutorial. I think the answer to your questions are definitely answered in there.
Swampy's Uber Awsome Helpful List Tutorial About Joiner Friendly Mods Link
And to hampster, I have PC and whenever I've made mod like that with scenery moved, no one seems to see it, when i delete all the trees on timberland, everyone told me there still there on thier screen
Posted: Fri Feb 22, 2008 2:19 pm
by Philly
Fun fact: Scenery isn't compatible, but weapons, equipment and vehicles are.

Posted: Fri Feb 22, 2008 2:24 pm
by swampyevilnut117
Ah, just as I had thought, that's also stated in my tutorial.

Posted: Fri Feb 22, 2008 3:06 pm
by Altimit01
Philly wrote:Fun fact: Scenery isn't compatible, but weapons, equipment and vehicles are.

I find that particularly interesting as the incompatible set (scenery) does not use the palette system while the compatible set (itmc stuff) does use palettes for the dependencies. Perhaps there's something about adding dependencies that makes things non-CSS while just adding spawn point data still allows for syncing? I'll repost the article I wrote in a bit so you'll understand what is meant by this.
Posted: Fri Feb 22, 2008 4:23 pm
by Andrew_b
there are ways to make scenery uhhh....whats the word. sync haha. thats it.
Ok well what you do is meta swap for weapon, so yes if there is a way to make itmc host a scenery tag (w/out exceptioning [might not exception by dependencies...not sure]) it should sync.
Posted: Fri Feb 22, 2008 7:57 pm
by DeadHamster
Well then I stand corrected. My apolgies.
That doesnt make sense though, I've joined maps where there have been log bases throughout.
Posted: Sat Feb 23, 2008 4:35 pm
by Andrew_b
spawned with weapon?