Halo: Reach Forum
This topic has moved here: Subject: Can Interlocking and Geomerging be ACTUAL features in Reach?
  • Subject: Can Interlocking and Geomerging be ACTUAL features in Reach?
Subject: Can Interlocking and Geomerging be ACTUAL features in Reach?
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If Reach has Forge, which it may or may not have, I think many Forgers would appreciate Interlocking and Geomerging to be actual tools.

Interlocking

What I was thinking is that you could toggle objects and turn them see through. What this does is make the object still visible, but it allows the object being merged to pass through. Toggle the other object back to normal and volia, trouble free interlocking.

Geomerging

For Geomerging, I was thinking of using something used in the Tony Hawk Pro Skater skatepark makers. What they did was allow you to push down sections of the ground and allowing you to place your objects down in the pit. Each pit would be different depending on how far down you want your objects to go and the size and shape of said object. For rocky maps I could see some issues, but I think it could work.

But what do you think? Would these features be helpful?



[Edited on 07.28.2009 3:25 PM PDT]

  • 07.28.2009 3:20 PM PDT

Chunky_Lover's Average Joe Interview

Bungie All Star Contest Winner Weeks 6,8 and 12

I would love Reach to have a full blown Editor.

  • 07.28.2009 3:21 PM PDT

Posted by:ScubaToaster
Posted by: HipiO7
This man, this man right here put it so eloquently that I actually cancelled my own 2000+ word long post.
/slow clap for respect


:)
The person who said participating is important, not winning, obviously never won anything.

Idk about Geomerging but i agree with Interlocking.

  • 07.28.2009 3:22 PM PDT

The problem with interlocking is that the code for collision would be pretty crazy. Currently, it runs something like:

If something is within my bounding volume, I'm colliding
If not, I'm not

With interlocking....oooh.....

If something is within my bounding volume, I'm colliding...unless its something "special", and now i have to check to make sure that other thing colliding with me is a valid "interlocking" object and not a player (for example) so something that's not supposed to go thru me doesn't

If not, I'm not


So its doable, but has the potential to slow down the game. Plus, if it didn't work out correctly, there would be lots of crazy wacky behaviors with colliding objects trying to push each other away but they can't because they're interlocked so can't be seperated....

I definitely see the benefits of it, and it would be desirable for forgers, but if its not tested thoroughly and made sure to be completely bug free, there's a lot of potential for exploits if anyone happens to find out how to manipulate interlocked objects.

  • 07.28.2009 3:33 PM PDT

"If you push this button. Someone. Somewhere will die.

BUT.

You will, hey wait! Didn't you wanna hear what you'd get first!"

Posted by: Deactivator2
The problem with interlocking is that the code for collision would be pretty crazy. Currently, it runs something like:

If something is within my bounding volume, I'm colliding
If not, I'm not

With interlocking....oooh.....

If something is within my bounding volume, I'm colliding...unless its something "special", and now i have to check to make sure that other thing colliding with me is a valid "interlocking" object and not a player (for example) so something that's not supposed to go thru me doesn't

If not, I'm not


So its doable, but has the potential to slow down the game. Plus, if it didn't work out correctly, there would be lots of crazy wacky behaviors with colliding objects trying to push each other away but they can't because they're interlocked so can't be seperated....

I definitely see the benefits of it, and it would be desirable for forgers, but if its not tested thoroughly and made sure to be completely bug free, there's a lot of potential for exploits if anyone happens to find out how to manipulate interlocked objects.

That could be changed with a different code. How about,

If I am touching object with code = x then do not allow it to go through.

Quite simple, as interlocking only pertains to objects that can't move. Furthermore, we could add code:

If button y = checked then code = x
And
If code = x then object is immovable

That would allow us to flip objects from movable to immovable, and interlockable to uninterlockable.

But to prevent a lag crash when an immovable object turns movable they would need to add a slightly shrunken down version of the object inside of it, and add code:

If inner frame touches other bumpmap and object is turned movable delete object.

Possible, and without lag.

  • 07.28.2009 4:41 PM PDT