Adding More Vehicles (a discussion)

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KeysOnFire
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Re: Adding More Vehicles (a discussion)

Post by KeysOnFire » Wed Dec 31, 2008 2:11 pm

TaxiService wrote:
to fix that glitch that joiners see, that makes them see two vehicles in same place you have to include two versions of the map in your mod release, a hosting version and a joining version.

the hosting version will have the vehicles spawned, the joining version will have them all nulled out. this will fix that glitchy thing. <.<


mhlehh!
I would never have thought of that, thanks!

Jrr51
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Re: Adding More Vehicles (a discussion)

Post by Jrr51 » Wed Dec 31, 2008 4:25 pm

Taxiservice wrote:to fix that glitch that joiners see, that makes them see two vehicles in same place you have to include two versions of the map in your mod release, a hosting version and a joining version.

the hosting version will have the vehicles spawned, the joining version will have them all nulled out. this will fix that glitchy thing. <.<
I think Brimstone figured out another way to fix that problem. I know when I was beta testing for him we didn't have to have a host and a joiner mod. I have no clue what how he did it though. :? He was also working on a way to fix the blue base spawn but I don't think he finished before he left.

TaxiService
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Re: Adding More Vehicles (a discussion)

Post by TaxiService » Thu Jan 01, 2009 2:16 am

well, i'mm-a use that methods for my next mod. <.< unless someone comes out with tehsuperduper-mapscripter-from-hell that allows me to spawn them normally. >.> *request*
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Smythe
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Re: Adding More Vehicles (a discussion)

Post by Smythe » Sun Jan 04, 2009 8:25 pm

How do you rename the SCNR?
Image

TaxiService
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Re: Adding More Vehicles (a discussion)

Post by TaxiService » Mon Jan 05, 2009 1:13 am

ehh... export it with HHK, rename the scnr tag trough the finder and re-import it? <.< (the map will keep the old one though)
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Altimit01
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Re: Adding More Vehicles (a discussion)

Post by Altimit01 » Mon Jan 05, 2009 3:12 am

I know for certain you'd have to reassign a value in the index that's referred to as the base tag. It's the tagID of the scnr tag that the map relies upon. I'm not sure if Halo relies on some the tag ordering at all (I remember reading somewhere that someone like gren, monox or bob thought it did) but if it does, then the scnr tag should also be the first one in the list.
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