I would never have thought of that, thanks!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!
Adding More Vehicles (a discussion)
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Re: Adding More Vehicles (a discussion)
Re: Adding More Vehicles (a discussion)
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.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. <.<

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Re: Adding More Vehicles (a discussion)
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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Re: Adding More Vehicles (a discussion)
ehh... export it with HHK, rename the scnr tag trough the finder and re-import it? <.< (the map will keep the old one though)
- TaxiService! Shitposting since 2007!
Re: Adding More Vehicles (a discussion)
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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