Drop Spawning

Discussion in 'Halo and Forge Discussion' started by CrafiestBeef, Feb 14, 2013.

  1. CrafiestBeef

    CrafiestBeef Ancient
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    Can someone explain the difference between drop spawning and simply just placing a weapon on the ground?

    I'd also like to know how to set up drop spawning

    Any help is appreciated
     
  2. PA1NTS

    PA1NTS Forerunner
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    To set up a drop spawn, change the weapon's physics to fixed, and then raise it 6 coordinates off the ground. Let Go of the weapon in the air, then change it back to normal physics.
     
  3. AssaultCommand

    AssaultCommand Ancient
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    I think he meant Initial Ordnance drop.

    Initial Ordnance drop means the drop will be announced to everyone when it appears with a waypoint, you can set the respawn time of it, but you can't set it not to place at start.
    Additionally, Initial Ordnance drops don't cost any budget and there's almost no limit to it.

    But if you're gonna have a load of weapons in a small(ish) area, please don't use the drops for everything as the waypoints do tend to become annoying to some people when they're all around you.
     
  4. Audienceofone

    Audienceofone Forerunner
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    If so, you and him are both a bit confused on this terminology. I'm no expert on Drop Spawning weaponry, but what ends up happeining is the weapon spawns just like Paints said, falls to the ground, and rests there until de-spawn or pick-up. This is advantageous because if someone picks of a spawned weapon, it wont spawn again until after its used up. With drop spawning, it spawns evert 'x' seconds.

    But like I said, I'm pretty unfamiliar with it. Somebody correct me if I'm wrong on something.

    Also, thanks for that description, Paints. I've never understood how to set these up.
     
  5. Zombievillan

    Zombievillan Ancient
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    Paints is right about to set it up. The whole purpose for drop spawning is that the weapon will spawn on every (x) seconds like audience said. This way you can time the spawns in game. If the weapon is set up for 90 sec respawn, you know every mite and a half the weapon is going to respawn guaranteed. It's a competitive thing.
     
  6. Audienceofone

    Audienceofone Forerunner
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    So I just set up some maps with this type of spawning (thanks again for that description, Paints), and I noticed that the weapons don't spawn initially. Is there a way to fix that, or will they just always show up for the first time after their spawn times?
     
  7. PA1NTS

    PA1NTS Forerunner
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    Why would you drop spawn initial ordnance? That's not what I meant at all.

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    Edited by merge:


    Hmm. That sounds odd. Well I'm not sure what the de-spawn timer is for Halo 4. Maybe they're disappearing right away before you even can get to them. I don't know. I'd have to check it out in forge.
     
    #7 PA1NTS, Feb 14, 2013
    Last edited: Feb 14, 2013
  8. Audienceofone

    Audienceofone Forerunner
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    I could invite you to a forge later if you'll be on. I'm not sure what's happening, but they are doing just as I said- spawning only after x seconds (x being their spawn time).
     
  9. Nutduster

    Nutduster TCOJ
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    They should spawn at start like normal. Two things -

    1. Are you sure they didn't despawn before you got to them? In Reach, if you drop-spawned a weapon it would despawn after a fixed amount of time, if no one picked it up; I think it was about 40 seconds or something. I'm not sure how long this timer would be in Halo 4, but I know weapons that are dropped by players despawn a lot faster. You might want to go into theater and watch one, and see how long it takes to despawn if you don't touch it. If the despawning is as fast as I think it might be, drop-spawning might be a dead technique now. If the timer is REALLY short, it might even be spawning and despawning before you appear on the map (during the 10-second lead-in period, essentially).

    2. When you placed it initially, you had it set to fixed, then changed it to normal physics with it not moving - right? If it never comes to rest, the map won't save its position because it doesn't know where to save it.

    I'm guessing #1 is your issue though.
     
    #9 Nutduster, Feb 14, 2013
    Last edited: Feb 14, 2013
  10. ExTerrestr1al

    ExTerrestr1al Promethean
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    this could lead to a large despawn discussion... umm without going to ofar OT, can anyone shed light on how the game decides to despawn something?

    if I spawn a bunch of crates and they move in some way, sometimes they despawn very fast, and sometimes they take a while... what gives?
     
  11. CrafiestBeef

    CrafiestBeef Ancient
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    I meant drop spawning not ordinance drops.

    Anyways if the despawn time is really short in H4 does that mean we should just regualar spawn our weapons for the 2v2 dust up comp?
     
  12. Nutduster

    Nutduster TCOJ
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    I would think so. And if it can be confirmed that the despawn timer is a problem, we need to mention that in the dust-up threads. It was officially recommended (though not required) to try drop-spawning; if it doesn't work any more, or is inconsistent in any way, it would clearly be better to just do regular spawning.
     
  13. Audienceofone

    Audienceofone Forerunner
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    I'm going to look at it again, but I'm pretty sure something's funky with teh drop spawn system itself.
     
  14. Nutduster

    Nutduster TCOJ
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    Google magic


    If this guy is to be trusted, quick despawning is the problem. Actually, if he's right about how weapon despawning works in this game, this is A. really interesting knowledge all forgers should know, and B. incredibly dumb game programming. I understand why they'd use a proximity despawn system for dead bodies and maybe scenery objects, but weapons..?
     
    #14 Nutduster, Feb 14, 2013
    Last edited: Feb 14, 2013
  15. Audienceofone

    Audienceofone Forerunner
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    Well, I'll be making my weapons spawn normally now. Thanks for the info, Nutty.
     
  16. Pegasi

    Pegasi Ancient
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    I'm as certain as I can be, without actually being able to find it, that this was pretty much explicitly stated by 343. It may have been a QnA section in a bulletin, or perhaps a forum post, since I'm pretty sure it was a response to a question. I remember them saying that it's influenced by player proximity and line of sight, though obviously the former is more influential based on the link's description. It is indeed ludicrous.

    It also seems to have different weightings for different weapons. I often notice that I die with Sniper and DMR, and when I get back to my body my DMR is still there but my Sniper is gone. It's infuriating.
     
  17. Nutduster

    Nutduster TCOJ
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    YOU FIND THAT MAN! I mean, that bulletin! I'd like to read the official explanation.

    This is really something title-update-worthy, IMO. I can understand that they might need to respond to the addition of personal ordnance and loadouts by despawning all weapons a little faster. But this system is really awful, competitively speaking. It allows power weapons to exist or not exist on the map based on factors that are essentially random and uncontrollable, no matter how skilled and aware you are. It also means sometimes you'll get ammo off dropped weapons, or trade out your BR for a DMR, while other times you'll walk through a warzone with empty guns and not be able to find a single weapon to refill from or swap out for. How is that good for the game?

    I really never cared about drop-spawning or static timers. It's nice for MLG play but for most Halo players it's no big deal. But this despawning thing... ugh. Well at least I have an explanation for it now, because it's been puzzling me in nearly every game of Halo 4 I've played.
     
    #17 Nutduster, Feb 14, 2013
    Last edited: Feb 14, 2013
  18. Pegasi

    Pegasi Ancient
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    I believe it's a general performance thing, though I agree that it really needs addressing. I find that weapon despawning and lack of Xs are the two most consistent niggles I have with the game. Neither are catastrophic but both just bug the hell out of me.
     
  19. Nutduster

    Nutduster TCOJ
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    Funny enough, I've gotten used to lack of Xs, but I still find myself saying, "...on my X."
     
  20. RightSideTheory

    RightSideTheory Legendary
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    It seems that there's a rather large chance that drop-spawned weapons despawn at thirteen seconds, if nobody is near them. If someone is standing "close" to them they'll stay spawned indefinitely. This obviously creates a few problems for competitive weapon spawning systems, since drop spawning was the go-to for competitive maps.

    Drop spawns could still be used, in game, but it would be largely up to the forgers discretion. They're probably going to be largely useless.
     

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