grunt.dotapi.gg
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Ranked: Squad Battle 👀
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Kinda. But it wasn't perfect. bsky.app/profile/grun...
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And it is :) That said, in order to make the object move, I unfortunately had to implement a loop that, every 0.1 seconds, repositions the object to match the player’s position.
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Pleasure :)
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Moreover, for performance reasons, many objects do not exist online. A simple example: the stools in the restaurant on Bazaar.
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This works perfectly, right? However, in practice, and only online, the object remains in its initial position.
Ideally, a method to replace the player’s biped with an object would be the best solution. Such a method does exist on the C++ side, but it is not exposed on the Lua side.
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1. Create an object (in Halo Infinite, this object must exist in the map’s tag list).
2. Make the player invisible (object_hide).
3. Attach the created object to the player so it follows their movements.
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Of course, this is a very simplified explanation.
Some exposed methods don’t behave the same way locally as they do online. For instance, a method called object_attach allows you to attach object A to object B. Taking the Prop Hunt mode as an example, you could:
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For example:
- Anything related to vehicle physics = C++
- Anything related to events (medals, kills, etc.) = Lua
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Aside from the game engine, which has undergone various iterations over the years (since Halo: CE), the core functionality is based on a “bridge” system between native code (C++) and Lua code (executed on the client and/or server).
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I’m not familiar with Unreal, so I can’t comment on that, but this is mostly a case of technical debt.
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Likewise 💪
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The Halo 5 API was truly an amazing resource for stats.