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force grenades?
Posted: Fri Jul 18, 2008 2:08 am
by blahx32
How do you change the force of the grenade, so that is sends you flying when it explodes? Sorry for the noob question but I can't find anything on it.
Posted: Fri Jul 18, 2008 2:53 am
by CaptainPoopface
In the jpt! tag, look for a field labeled Instantaneous Acceleration. It might be called something more intuitive, like "Force," in the XML plugin (DotHalo).
Jpt force dissipates spherically from the point of origin. It also does not work between non-host players on system link, but it is plenty of fun in splitscreen.
Posted: Fri Jul 18, 2008 3:19 am
by blahx32
Awesome! Thanks alot for the help. Now to go off and have fun lol.
System Link a no-go
Posted: Tue Jul 22, 2008 12:29 am
by TroyMac1ure
What's with the system link not working?
I find this frustrating as I play regularly with 3 friends on two boxes.
I'll mod some maps and it works as planned on my xbox, but when linked it's all normal. I have found this with Force, but I have found the opposite with lighting.
I made a pitch black warlock and made the BR have a flashlight, the grenades 'explode' light and the oddball was actually the assault bomb, which pulsates a very bright red light (enough to see through the dark).
It's fun, even on system link, but the moment you go split screen on an xbox, the light no longer radiates brightly. The ball, for example, glows red, but barely visible.
I wonder if it has to do with saving processing power when playing w/ splitscreen??
I guess we still have more to learn about the map files. If anyone has any ideas, I've put these on the back burner for now... although it's soo much fun to shoot a guy to the edge of the map on Lockout with a handgun

Posted: Thu Jul 24, 2008 6:52 am
by MeganByers
Does this mean that if I edit the damage for a weapon in the jpt! tag and play it on system link it won't effect everyone even if they have the modded map?
Posted: Thu Jul 24, 2008 6:58 am
by CaptainPoopface
Correct.
If the host shoots a non-host, the non-host will be affected by jpt force.
If a non-host shoots the host, the host will be affected by jpt force.
If a non-host shoots a non-host, no one will be affected by jpt force.
It's Bungie's fault for their buggy system link implementation. If you depend on force for your mod, use a workaround. I will post a tutorial soon, but until then, you can use my tutorial about shooting blocs from a gun. If you set the velocity high enough, a bloc will shove some one very far at impact. Try using the bubble cannon on someone in my Bubble Blast mod. That is a soccer ball bloc.
Posted: Thu Jul 24, 2008 7:09 am
by MeganByers
Would this also count for AI? I am trying to make an AI mod and in it the plasma rifle does 1000 damage. In system link if the AI shot someone it would work for host, but what about non-host?
Posted: Thu Jul 24, 2008 7:33 am
by CaptainPoopface
Damage synchronizes fine over system link. It's the force in the jpt that is not SLC.
If your AI relies on scripting, keep in mind that most scripts (other than startup scripts?) are not SLC.
Posted: Thu Jul 24, 2008 7:36 am
by MeganByers
So would this script be slc?
Code: Select all
(script continuous YourSquadName
(begin
(sleep_until (<= (ai_living_count yoursquadname) 0) 450)
(ai_place yoursquadname)
)
)
It's the AI Respawn script.
Posted: Thu Jul 24, 2008 7:59 am
by BattleSkarz
kind of off topic- does the force issue occur in system link in halo 1? My friend and I made an awesome h00g fight map and thought it would be really awesome with 8 players.