Edited by GR1T, 01 November 2008 - 03:55 AM.
iBotModz CBox
How Bungie remove their shield doors?
#1
Posted 01 November 2008 - 03:55 AM
#2
Posted 01 November 2008 - 07:18 AM
#3
Posted 01 November 2008 - 08:54 AM
The own the game engine, and the game. I assume they just nulled something out.
Yes, but what is stopping us from replicating what they did? All they did was apparently change something in the usermaps, since you can download it from your recent games played list and load it up in forge or custom games. Unless somehow the way they edited the usermap it is changing something in the .map file I don't see why this isn't something we can't replicate. Does anyone have some sort of concrete explanation or guess as to what they would have done?
#4
Posted 01 November 2008 - 09:51 AM
#5
Posted 01 November 2008 - 10:10 AM
#6
Posted 01 November 2008 - 03:21 PM
Usermaps don't hold anything from the map. They act as a place holder to show where weapons, characters, power-ups should spawn. Since all the real game content of that map is located in the .map file. I assume as a game loads it draws the information it needs from the .map. If you own the game engine, then you know how the map files work, so I assume they just told the usermap not to grab the shield door tag. However you can still here the sound when you pass under it, so probably they just nulled the tag that showed it.
Yes, I understand the difference between .map modding and usermap modding, I'm sorry to sound like a broken record, but what is stopping US from, just nulling the tag, we have pretty much complete control of usermaps so anything they edit in a usermap is just as editable by us.
#7
Posted 01 November 2008 - 04:29 PM
#8
Posted 01 November 2008 - 05:21 PM
Me.Controls.Remove(shield_door)
Me.shield_door.Dispose()
Dispose can be considered "null", where it sets it = nothing, and the Controls.Remove(shield_door) shows us that Bungie would have removed it from the map, by slighting editing the actual map, and making it so if someone was to forge it, the .Dispose would make it so it never returned.
#9
Posted 01 November 2008 - 11:54 PM
Yea, basically it's like in vb.net
Me.Controls.Remove(shield_door)
Me.shield_door.Dispose()
Dispose can be considered "null", where it sets it = nothing, and the Controls.Remove(shield_door) shows us that Bungie would have removed it from the map, by slighting editing the actual map, and making it so if someone was to forge it, the .Dispose would make it so it never returned.
I see, thanks.
#10 Guest_roguemodscom_*
Posted 02 November 2008 - 11:34 AM
#11
Posted 03 November 2008 - 12:42 AM
yeh, but slip on boundless they only removed a few of them.
Yeah, the ones inside the bases which are smaller, and the ones on the backs of the bases along with the one on the bunker are gone, but the small ones on the front of the bases are still there. The smaller ones on the front and inside of the bases probably have the same identity too.
#12
Posted 03 November 2008 - 08:32 AM
well bungie isnt a modder its there game lol so they did this so you cant camp behind a shielddoor with a shotgun because then thwy have and advantage exspecially on epitath lol hopefully you dont do this
Do you even fully comprehend the definition of 'modder'? It means ' One who mods (Which fully defined, means 'One who modifies')', please think before typing, do not let your asanine thoughts spill out onto your keyboard.