Section Rules - Halo 3 Modding Q&A

Discussion about modding Halo 3.
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unknownv2





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Post by unknownv2 »

kornman00 wrote:Yes, depending on how you go about spawning it

And n8, anything and everything about the players. But you're not going to make it allow more players if thats what you were trying to get at
Does that mean you could have multiplayer armor in campaign?
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Post by DarkShallFall »

unknownv2 wrote:
kornman00 wrote:Yes, depending on how you go about spawning it

And n8, anything and everything about the players. But you're not going to make it allow more players if thats what you were trying to get at
Does that mean you could have multiplayer armor in campaign?
No, the files aren't there.
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Post by Gruntlord5 »

hasnt that question been asked before?

and is the phantom drivable, or is it just an AI, because there are no obious seats other then the turrets.
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Post by Eaton »

Gruntlord5 wrote:hasnt that question been asked before?

and is the phantom drivable, or is it just an AI, because there are no obious seats other then the turrets.
It is drivable. It's not an AI like the Scarab is.
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Post by Gruntlord5 »

Eaton wrote:
Gruntlord5 wrote:hasnt that question been asked before?

and is the phantom drivable, or is it just an AI, because there are no obious seats other then the turrets.
It is drivable. It's not an AI like the Scarab is.
well i was just wondering, because if you flip the pelican a driver comes out, but not the phantom.
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Post by Themandyou »

Well that little grunt is wearing his seatbelt just like he should!

When, and where, did you ever flip a Pelican and have a driver pop out?
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Post by Gruntlord5 »

Themandyou wrote:Well that little grunt is wearing his seatbelt just like he should!

When, and where, did you ever flip a Pelican and have a driver pop out?
You have never seen the videos?
if you throw a deployable cover in a pelican it sinks through the bsp and leaves the driver behind.
the phantom left a driver behing in halo 2, just not halo 3.
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Post by Shock120 »

Does the Pelican have 3 Variants in Halo 3?
Theres the Attack Variant
Default
and then... there's one where they hide the Driver, by making the Windows Opaque, with a Greyish texture.

Why did Bungie make a "Hide the Drivers" variant?
xbox wrote:They aren't any visible drivers in them (which is a good thing) so the windows are opaque. The weapons would only be attachments, not a whole other perm.
Stop trying to answer my questions. :evil: What do you mean "is a good thing"?

Please, someone answer. Don't correct him, and then forget my question.
Last edited by Shock120 on Tue Oct 14, 2008 1:08 pm, edited 6 times in total.
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Post by xbox »

They aren't any visible drivers in them (which is a good thing) so the windows are opaque. The weapons would only be attachments, not a whole other perm.
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Post by DarkShallFall »

xbox wrote:They aren't any visible drivers in them (which is a good thing) so the windows are opaque. The weapons would only be attachments, not a whole other perm.
Child object groups are spawned with permutations.
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Post by xbox »

Yeah, I wasn't sure about that since I hadn't gotten into attachments in the halo games but with other games attachments are just scripted in or something similar to that.
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Post by Themandyou »

Maybe the one with opaque windows is a pelican with no interior, like the ones on the pit (except these are a little more finished).
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Post by doogie1012 »

Tural wrote:Because the game isn't designed to pass the locations of static objects between clients. The objects in question, such as the first mod here, are expected to be in the same place in every instance of the map. They can't be moved or deleted in-game, so their locations are simply inherited from the map files, rather than interpreted by the Forge engine. The difference with host is that, I presume, it does interpret all item locations, so that it may sync them with the clients. When it reaches what it knows to be a static object, it doesn't push that information to the client, because it expects the client's location of that object will be the same, as it is inherited from the map file. The client having the usermap makes no difference, because all of the information still comes from the host. When you have the same map on your hard drive, the game doesn't read the data from there, it gathers it from the host. It doesn't run a comparison before the game starts to determine if you should take the data from the host or use your own, as that could create syncing problems.

In short: It's a waste of resources to sync items that the game expects will always be in the exact same place, in every user's map. The game doesn't read your hard drive's usermap when you play with someone else who has it, even if it is the same, so that element of the question is irrelevant.
That makes sense, I just would have thought that in the lobby the host would have sent the entire map file rather then just non-static objects. I know that the host wouldn't attempt to re-sync items since of course that is a waste of bandwidth. I just ASSUMED bungie would make the host send the WHOLE map file before beginning the game.

Meh oh well thanks for clearing it up for me.
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Post by Snave »

What all 50or so megs of a map file? :\
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Post by Veegie »

If they're playing Last Resort, that's 123 MB to go to the host. :roll:
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Post by Snave »

Lol.
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Post by Tural »

Sounds like a reasonable amount of data to send every time you start a game, if you ask me.
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Post by Themandyou »

Veegie wrote:If they're playing Last Resort, that's 123 MB to go to the host. :roll:
Why is it 2.5 times bigger than average O.o

At least, I think 50mb is average.
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Post by unknownv2 »

Themandyou wrote:
Veegie wrote:If they're playing Last Resort, that's 123 MB to go to the host. :roll:
Why is it 2.5 times bigger than average O.o

At least, I think 50mb is average.
No, those are Halo 2 maps. Halo 3 maps average around 100 - 150 mbs.
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Post by Themandyou »

Really? They got that much bigger?
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