View Full Version : Quick question - Don't reply if you don't know what you're talking about
Sever
March 22nd, 2008, 06:57 PM
Is it possible to create a player clip with an accompanying animated plane (constant multi-directional scrolling image) that will activate/deactivate at timed intervals that will properly synchronize online? I'm looking to make an exit/entryway double as a ramp up to the top of a structure. If this isn't possible, I already have another way around this conundrum that involves spreading the structure out a bit more to place other passages, while the animated player-clip ramps would constantly be in-place, but it would be awesome if this is possible.
Thanks in advance,
Sever
Ki11a_FTW
March 23rd, 2008, 01:35 AM
The pillar of autumn uses a separate collision model for the door blast's. It is not animated but it will still work in full use animated, are you talking about something like this? Except a device type..? if so, i am able to assist you
Sever
March 23rd, 2008, 01:54 AM
I just want a player clip that has an online-synchronizing, timer-based active/inactive switch for it and the accompanying visuals (a tinted transparent filter with a tri-directional scrolling pattern, but this part doesn't really matter right now) which will basically function as an inverse shield door, only allowing munitions (definitely fired, but hopefully dropped/exchanged weapons as well) to pass through it, while preventing players from trespassing (while it is active, that is). I basically want a solid surface (for players only, though) that can successfully turn on and off during online play without causing any issues.
SuperSunny
March 23rd, 2008, 02:13 AM
Using the scripted concept of syncing devices online (such as doors, though they take a bit of work), this can be achieved. It won't have the natural clipping state of the Halo Engine though (such as bullet pass). It would be an invisible collision.
Tweek
March 23rd, 2008, 08:07 AM
you can propably make a single devinde_machine for all that.
you can bind the shader to a function, and animate the collision to go below the level in a single frame to "remove" collision.
devices "usually" more or less synch online.
if you wanted better synching, you could place the origin somewhere else, and place an invisible biped near it, and have it proximity activated, you could then write a script to kill and spawn that biped to activate/deactivate the device. (this would work very much like a door/lift)
Sel
March 23rd, 2008, 08:30 AM
Automatic devices sync online, or more precisely they dont, but the server tracks something that makes them sync. The server doesnt track their state, but it does track the player position, and when the server tells you there is a player near the door, it opens normally, of course the server doesnt sync this, but it works anyway, the only problems I have seen with them is players with 250+ ping, they get some laggy doors, but otherwise youre fine.
And to sum that up, the server doesnt track devices open/closed states, but it does track the players, and when they get within the devices automatic activation radius, and if you want them to work better online, you could increase this?
Choking Victim
March 23rd, 2008, 08:35 AM
you can increase the automatic activation radius, its towards the bottom of the device machine tag.
Sever
March 23rd, 2008, 08:53 AM
I think you guys kind of missed the concept (not that hard to do, with what I am asking, though) - I will be modeling a doorway that has a slanted frame on the exterior of it, and a 'particle shield' that covers the slanted framing. If the field were constantly active, a player would just simply walk up the slanted field (as will be implemented at other regions of the map) as well as shoot and toss grenades through the field, but this one region in question will have a time-based (not proximity) switch, much like the damaged and flickering light-bridge in 343gs. I first need to know if it will work online without any complications. I also need to know if it will function properly if there is a player intersecting the field (again, basically a player clip combined with a nonphysical animated surface) when it spawns - will the player need to be killed, or will the player be able to walk out of the clip and then interact with it as a normal surface afterwards?
Tweek
March 23rd, 2008, 10:16 AM
the timed function from the flickering bridge you're talking about won't synch.
the reason i mentioned proximity activated, is because you can control it with a script, bu killing and spawning a biped to activate it.
you script will activate the thing indirectly.
i'm not 100% sure you can make the playerclip work, or if that has to be level geometry PER SE. i know it can be done the other way around, walk trough, but not shoot trough etc. you'd have to check some of those forcefields other people made.
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