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View Full Version : Fixing the drop spawn glitch (all chill out forgers READ!!!!)


Zanno
07-07-2008, 11:36 AM
I'll keep it simple. The bungie weapon timers are not random, the amount of extra time it takes for a weapon to respawn has a 1:1 relation to the amount of time people are standing in the area. This is why sword on construct always spawns on schedule and rockets on pit never do. Apparently experimental testing has shown the window caps at :30 seconds.

You can fix this glitch by placing the weapon spawn approximately 3 crates high. By doing this, you can only block the spawn by jumping up and down extensively and even then you only offset by 1-2 seconds. There aren't crates on cold storage, but you can figure it out yourself. I talked to KC about it and he said he wouldn't consider moving weapon positions to fix the glitch, but the ceiling in cold storage are all extremely high, so you have no excuse! I'm hoping he plans to position the snipers on guardian, blackout, and construct higher, but none of the other weapons can be relocated high enough.

Precious
07-07-2008, 03:58 PM
cold storage doesnt have crates in forge

Blocker
07-07-2008, 06:10 PM
cold storage doesnt have crates in forge

Phew! Good thing you caught this and he didn't already know this or mention this. That could've been hazardous.

ZRDragoon
07-07-2008, 06:14 PM
Sounds like a good idea. It explains why The Pit snipers don't always spawn at the same time.

Blakeumz
07-07-2008, 06:17 PM
I'm having trouble grasping this... can someone explain simpler?

Mango221
07-07-2008, 06:41 PM
dropping them from that high puts a greater chance on them not ending up in the same place reliably though...

-Mango

Zanno
07-07-2008, 09:02 PM
dropping them from that high puts a greater chance on them not ending up in the same place reliably though...

-Mangonot at all true, only the first spawn in forge gets messed up, the first spawn in a real game is always the same

SirHax
07-07-2008, 11:56 PM
Thanks for clearing this up, I had been wondering for awhile why weapon spawns were so messed up on The Pit.

RELLIK PIR
07-08-2008, 01:47 AM
You do realize that you can't put most stuff 3 boxes high on any of the maps. If you did it would add 10 secs + each time it dropped.
Second. The reason stuff spawns funny is because people hit X on the spawn point before it spawn. Activating a Anti Hor feature of H3 which ****s up the spawn. Sorry but your information is wrong and old and not relevant. IMHO. I just ended up here on accident.

Zanno
07-08-2008, 01:51 AM
You do realize that you can't put most stuff 3 boxes high on any of the maps. If you did it would add 10 secs + each time it dropped.
Second. The reason stuff spawns funny is because people hit X on the spawn point before it spawn. Activating a Anti Hor feature of H3 which ****s up the spawn. Sorry but your information is wrong and old and not relevant. IMHO. I just ended up here on accident.hey thanks for reading my post, you realize you are wrong and i said this

if you catch a weapon spawn midair the bungie timer gets used, and i know they can't be relocated on some maps, but some weapons can be fixed. if you put the respawn point high enough in the air THE BUNGIE TIMER WILL NOT HAPPEN, because of how the bungie timer works, which i just explained

i'll make it even simpler:

if you put the spawn in midair you can't block the spawn so it will come back in 3:00 instead of 3:06. the bungie timer isn't random, it's based on how long someone is standing by the weapon.

i typed out a response to you beyond this but i realized that i said THE EXACT SAME THING IN THE OPENING POST OVER AGAIN, so get some reading comprehension together then come back to this thread. god this forum pisses me off sometimes.

D00Man8
07-08-2008, 12:23 PM
This seems like a good solution if you are spawning weapons on flat ground. But if you spawn the sniper on something that is not flat (such as on guardian) the speed with which it falls becomes an issue. If the sniper falls from 3 crates high and lands on an incline there is no telling where it will bounce to. I'm not 100% sure if it will move significantly just something to consider. Overall good idea.

its rip its rip
07-08-2008, 12:47 PM
so lets say we're on construct. and the rockets have been placed three crates high and on a drop spawn. i'm assuming they just fall down and hit the ground....

they don't bounce or come close to falling off from the momentum they've picked up, do they?

i could see this maybe happening on cold storage's rocket spawn...

good find none the less.

Zanno
07-08-2008, 01:04 PM
Seem to be multiple concerns about objects bouncing randomly. I was concerned about this at first too, then I realized that only the first bounce, and only in forge is inconsistent. I've tested it extensively and the only other reason a bounce could be inconsistent is if it was to bounce off a weapon directly where it was supposed to spawn. The bounce itself when trying to set the drop spawn up is wildly unpredictable, but once it's in place it's always the same.

The two sniper rifles in my 1v1 map are 3 crates up and 4 crates up and always land in the same spot.

-Ender-
07-14-2008, 05:10 PM
And KC won't fix this why? I'll go make MLG versions with fixed spawns if you haven't already. Just to clarify though, does this mean all weapons will spawn at the 30 second intervals they are supposed to? Or perhaps they will be a constant 3 seconds late because of the drop time? It'd be easier if we could just talk about it over Live though, if that's okay with you.

Zanno
07-16-2008, 02:07 PM
And KC won't fix this why? I'll go make MLG versions with fixed spawns if you haven't already. Just to clarify though, does this mean all weapons will spawn at the 30 second intervals they are supposed to? Or perhaps they will be a constant 3 seconds late because of the drop time? It'd be easier if we could just talk about it over Live though, if that's okay with you.
let's just say it's rockets for clarity

if the spawn is sufficiently high up and you catch it midair, the next rocket will come back 3:00 from when it falls from the sky.

if the spawn is not high enough and you catch it, the usual bungie timer kicks in which the longer you stand in the general area of the weapon (and it seems to be a sphere)

no matter how high up the weapon is, if it's sufficiently high enough to create a drop spawn (about 1 crate up), the spawn timer on the rockets will ALWAYS be 3:06, it doesn't matter it plinks right into the ground or if it hits a string of man cannons sending it in circles for a minute, it will always be 3:06.

furthermore, it doesn't matter what the time is, it's always an extra 6 seconds. :10 becomes :16, 2:00 becomes 2:06.

this is apparently a lot more complicated than i gave it credit for, i'm thinking about making a thread in the halo 3 forum on account of that as much as we all hate on MM we play it from time to time and it's definitely useful to keep in the back of your head.

the reason KC hasn't fixed it because certain places can't be fixed, pretty much all the weapons on pit are the prime example. if you put the snipers in the air you'd block them by being on s3 instead, rockets can't go high enough. narrows is getting the boot so who cares, all the other maps are fixable though. snipe on guardian is definitely doable, i did super high drop spawning on a chill out variant i'm working on and i managed to get it to land leaning against the wall from like 10 crates up?

xxhennersxx
07-16-2008, 11:44 PM
let's just say it's rockets for clarity

if the spawn is sufficiently high up and you catch it midair, the next rocket will come back 3:00 from when it falls from the sky.

if the spawn is not high enough and you catch it, the usual bungie timer kicks in which the longer you stand in the general area of the weapon (and it seems to be a sphere)

no matter how high up the weapon is, if it's sufficiently high enough to create a drop spawn (about 1 crate up), the spawn timer on the rockets will ALWAYS be 3:06, it doesn't matter it plinks right into the ground or if it hits a string of man cannons sending it in circles for a minute, it will always be 3:06.

furthermore, it doesn't matter what the time is, it's always an extra 6 seconds. :10 becomes :16, 2:00 becomes 2:06.

this is apparently a lot more complicated than i gave it credit for, i'm thinking about making a thread in the halo 3 forum on account of that as much as we all hate on MM we play it from time to time and it's definitely useful to keep in the back of your head.

the reason KC hasn't fixed it because certain places can't be fixed, pretty much all the weapons on pit are the prime example. if you put the snipers in the air you'd block them by being on s3 instead, rockets can't go high enough. narrows is getting the boot so who cares, all the other maps are fixable though. snipe on guardian is definitely doable, i did super high drop spawning on a chill out variant i'm working on and i managed to get it to land leaning against the wall from like 10 crates up?

narrows is being booted?

Zanno
07-17-2008, 02:45 AM
narrows is being booted?i recall a while back KC said in a thread that there was no suitable replacement yet for Narrows TS, i don't know why he would say something like that if he didn't intend to replace it. I imagine Onslaught and Narrrows will stay for CTF, using CTF maps for TS never really made sense to me anyway. so i imagine the next version of the settings will use cold storage for TS and no objectives