Adding new spawns(Mach,bloc,scen...) spawning on system link
Adding new spawns(Mach,bloc,scen...) spawning on system link
Last edited by neodos on Tue Mar 18, 2008 11:09 pm, edited 2 times in total.
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
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Cool nice tut, I never really learned how to make items system linkable.

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Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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A real problem solver thanks neodos,
heres a question or 2 for you:
1 I've looked and noticed that all -Origin BSP Index numbers are all divisible exactly by 512, do you know if this is of any importance?
2 Do the Source# and BSP Policy# have to be completely unique to the map? (example you'd have to check all placement chunks in the scnr, like create, lights, weapons, mach, scen etc, to find a group of unused #'s ) or can you just follow your example without any kind of conflict ?,
Its just that whilst looking I noted that some placements (some,but not all, ones that have the same object from a pallet ) share source and policy number's, but like I said not all same objects/scen have a shared number I haven't had chance to dig deep
heres a question or 2 for you:
1 I've looked and noticed that all -Origin BSP Index numbers are all divisible exactly by 512, do you know if this is of any importance?
2 Do the Source# and BSP Policy# have to be completely unique to the map? (example you'd have to check all placement chunks in the scnr, like create, lights, weapons, mach, scen etc, to find a group of unused #'s ) or can you just follow your example without any kind of conflict ?,
Its just that whilst looking I noted that some placements (some,but not all, ones that have the same object from a pallet ) share source and policy number's, but like I said not all same objects/scen have a shared number I haven't had chance to dig deep
never underestimate the predictability of stupidity
hmmm i must have fucked up that plugin, cause the origin bsp index should always be 0 for multiplayer (since theres only 1 sbsp)

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That may just be the algorithm bungie used to automaticaly calculate each Origin Bsp index value for each placement chunk, i don't really know but as long as it works and doesn't cause any bug i think it's ok.bumlove wrote: 1 I've looked and noticed that all -Origin BSP Index numbers are all divisible exactly by 512, do you know if this is of any importance?
It doesn't affect other maps you can follow this example or start from number one, source and bsp policy can be the value (source:1 bsp:1) in the same placement chunk, however i would suggest to make unique numbers between each placement type to make sure it will be fine.bumlove wrote: 2 Do the Source# and BSP Policy# have to be completely unique to the map? (example you'd have to check all placement chunks in the scnr, like create, lights, weapons, mach, scen etc, to find a group of unused #'s ) or can you just follow your example without any kind of conflict ?,
Consider this like a "part of memory" in-game where the coords and state of the object are saved and sycn with other players in syslink, i guess that if some placement chunks share that it means that when one change of state the others will too, so it may be better to make all unique.bumlove wrote: Its just that whilst looking I noted that some placements (some,but not all, ones that have the same object from a pallet ) share source and policy number's, but like I said not all same objects/scen have a shared number I haven't had chance to dig deep
xzodia wrote:hmmm i must have *** up that plugin, cause the origin bsp index should always be 0 for multiplayer (since theres only 1 sbsp)

- JacksonCougAr
- Posts: 2333
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Hey neodos tutorial wise things looking good im getting very tepted to make a return to the halo 2 mod scene 
Quick question has there been any progress on adding working switch based machs to maps ???
for exaple i was working on a mod using headlong which has no machs to start with and was adding machs with switches to it i only ever got 1 mach working in of any one type and naturally i needed more lol.
hit me up on msn would be good to catch up.
you will of course have to excuse me im a little rusty.

Quick question has there been any progress on adding working switch based machs to maps ???
for exaple i was working on a mod using headlong which has no machs to start with and was adding machs with switches to it i only ever got 1 mach working in of any one type and naturally i needed more lol.
hit me up on msn would be good to catch up.
you will of course have to excuse me im a little rusty.
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MrMurder The Magnums Of Justice
Thanks for your time.
MrMurder The Magnums Of Justice
Thanks for your time.
you sir should probably check out http://forums.halomods.com/viewtopic.php?t=74657

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
Yup:MrMurder wrote:Hey neodos tutorial wise things looking good im getting very tepted to make a return to the halo 2 mod scene
Quick question has there been any progress on adding working switch based machs to maps ???
for exaple i was working on a mod using headlong which has no machs to start with and was adding machs with switches to it i only ever got 1 mach working in of any one type and naturally i needed more lol.
hit me up on msn would be good to catch up.
you will of course have to excuse me im a little rusty.
http://youtube.com/watch?v=8v20GctkI6Y
Tested on syslink it works

Thanks Neodos Straight to the point my kinda language lol.
Ok bro well i think betwen you, Darkshallfall, xzodia and detox i think modding has progressed seriously since i last looked in.
with these developments i can finally make the kind of mods ive wanted to make all along.
So would anyone care to bring Ole Murder up to speed on all this new found jiggerypokery lol
Neodos hit me up on msn sometime i would like to go through the process of mac/switch adding with you if thats ok.
Ok bro well i think betwen you, Darkshallfall, xzodia and detox i think modding has progressed seriously since i last looked in.
with these developments i can finally make the kind of mods ive wanted to make all along.
So would anyone care to bring Ole Murder up to speed on all this new found jiggerypokery lol
Neodos hit me up on msn sometime i would like to go through the process of mac/switch adding with you if thats ok.
Bug Stompers "We Endanger Species"
MrMurder The Magnums Of Justice
Thanks for your time.
MrMurder The Magnums Of Justice
Thanks for your time.
Simply put i couldnt do what i do without you xzodiaxzodia wrote:you sir should probably check out http://forums.halomods.com/viewtopic.php?t=74657

Bug Stompers "We Endanger Species"
MrMurder The Magnums Of Justice
Thanks for your time.
MrMurder The Magnums Of Justice
Thanks for your time.
- plushiefire
- Posts: 618
- Joined: Thu Nov 23, 2006 12:10 pm
- Location: Canada
You can use ctrls to activate scrpts too...MrMurder wrote:Simply put i couldnt do what i do without you xzodiaxzodia wrote:you sir should probably check out http://forums.halomods.com/viewtopic.php?t=74657
Gravity switches
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