View Full Version : Syncing Grav Lifts
UnevenElefant5
September 17th, 2009, 10:49 PM
I looked at Inferno's grav lifts in circle pit (I think that's the name) And I read his description of the continually created damage_effect and that the sound plays a marker and all that, but I was wondering what kind of extra scripting/tagging (if any) was involved besides making the damage_effect.
Any help would be great :)
English Mobster
September 17th, 2009, 11:20 PM
I used them too in Domain, and I'll use them again in Gridlock.
They work on 2 conditions:
1. There MUST be a pit below wherever you want a grav lift. It should be 10 3DS Max units deep or so. Place the .damage_effect in there.
2. You have to direct the player where to go. The player will go up and then fall back down unless you have some sort of angled roof to "direct" where he goes.
So it SHOULD look like this:
_
/
|
|
U
Put the lift at the bottom of the "U".
UnevenElefant5
September 17th, 2009, 11:22 PM
Ok, thanks, I'll keep that in mind but I'm wondering more about the syncing part and what I should do to make them sync client and server side.
English Mobster
September 17th, 2009, 11:23 PM
Nothing. Nothing at all.
Inferno's grav lifts work fine on their own.
UnevenElefant5
September 17th, 2009, 11:24 PM
Really? I thought there was some problem with the damage_effects not syncing.
E: also, can I just put a few polygons in the beginning to deflect the player in the general direction or do I need to have him travel through a "tunnel" like thing.
English Mobster
September 18th, 2009, 01:21 AM
I'm not entirely sure. I used a "tunnel". But I'd imagine some playerclip might work, too.
And the way Inferno has it set up makes it so it syncs fine, with no lag. Just be sure you're using a recent version of it; I'm not entirely sure if the circle pit ones sync or not (but then again, I'm not exactly sure how recent the build you're using is).
For once, I'm not trying to blatantly advertise my map, but just rip the grav lifts from Domain if you aren't sure if it'll sync or not. I left the map unprotected for that very purpose.
Kornman00
September 18th, 2009, 01:23 AM
Damage effects sync because they have their own network message which gets sent out to the clients.
Hell, potentially you could use OpenSauce to repurpose the powerup (via it's powerup type) to sync special player information. Like if you wanted a powerup to change a player's permutation. Of course when they die they won't have the powerup anymore.
SnaFuBAR
September 18th, 2009, 02:46 AM
heh, maybe now i have use for my h2 high charity rooms.
the1
September 18th, 2009, 07:40 AM
... call me stupid but i feel there is a better way to do the grav lifts and still make them sync.
yeah there is a better way. i never liked damage effects :(
UnevenElefant5
September 18th, 2009, 09:56 AM
I can't find the grav lifts in Domain lol
Where did you put them in the level and what directory are they in in the map file?
E: nvm found them in the map file, but still wondering where ingame you put them
English Mobster
September 18th, 2009, 10:49 AM
Go to the crashed Pelican. Nearby, there is an air vent going into a building where that crashed ODST pod ripped a hole in the roof. It's big and silver.
The grav lifts are what propel you up the air vent and into the building to get the power weapon upstairs.
Dwood
September 18th, 2009, 02:08 PM
If thats so korn then it means that people could do extremely better machinima.
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