Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo: Reach - Sky on Fire
Bush Wookiee  [developer] Dec 26, 2022 @ 9:59pm
Bug Reports
Please inform me here of any issues you may be having with glitches or poor performance. Please be detailed, and provide pictures or video if you can. I will do my best to resolve bugs quickly.
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Showing 1-15 of 15 comments
talgie22890 Jan 4, 2023 @ 12:05pm 
You can not get Grenade Launcher ammo from the weapons ammo racks like you normally can in Firefight. not sure if this is a glitch or you disabled it. But since that is one of the standard load outs, it'd be greatly appreciated if we could re-up on ammo for that again.
Bush Wookiee  [developer] Jan 4, 2023 @ 3:04pm 
Originally posted by talgie22890:
You can not get Grenade Launcher ammo from the weapons ammo racks like you normally can in Firefight. not sure if this is a glitch or you disabled it. But since that is one of the standard load outs, it'd be greatly appreciated if we could re-up on ammo for that again.

Sorry, since the Grenade Launcher was buffed it has become a true power weapon and has been removed from the ammo box pool accordingly. You start with much more ammo than in vanilla, and there are two other GLs which you can find on the map. One is in the right machine gun nest (with four rounds), and the other is being carried as a secondary weapon by a Trooper in the hilltop fighting position.
peter2.EXE Feb 2, 2024 @ 5:00pm 
i dont know if its just a me problem . it might honestly be . but im quickly noticing the fact that the enemy drop ships arent bringing any enemies ? at max 2 very small squads . some waves end without a single covenant guy landing . ive even watch the drop ships open up to reveal nothing ... i dont really know why this is happening . may just be something i did or something . not really sure . any ways awsome map . i love every bit of it . just slighty worried it may be breaking or something ... ill try to see if its fixable on my end but im not really sure how to do that
Bush Wookiee  [developer] Feb 3, 2024 @ 10:25am 
It's not your fault. It's a recurring problem related to the map being so close to the maximum resource limit. AI, bodies, garbage and other objects can breach the limit, and then AI spawns can bug out. It usually only happens to me at the start of a set, but I consider it a serious problem and I'm looking into ways to mitigate or solve it. It may require some hoop-jumping from me, but I'll figure it out.
peter2.EXE Feb 28, 2024 @ 2:48pm 
id like to report something . i tried to play a match with a friend and something pretty weird happened . only like 1 squad of covanant would spawn in on the map for each wave . ending the entire like 3 set match in like 4 minutes . their was no drop ships or events . just them spawning in on the map and dieing like instantly to marines ... i think its the rescorce problem thing the creator told me about earlier but i would just like to note this weird glitch thing . or it might be the fact that i should just do this map solo
Bush Wookiee  [developer] Feb 29, 2024 @ 12:28pm 
I've never seen that problem, even in recent multiplayer with a friend of mine. Are you certain that the game mode you had selected was spawning the enemies in dropships rather than omitting them? It's an option under Wave Properties in the Firefight Settings submenu. You need to make sure it's enabled for each wave if you want them to come in on dropships, otherwise it goes to "mayhem" mode and just spawns them in basic ground zones from vanilla Beachhead.
peter2.EXE Mar 3, 2024 @ 12:14am 
they were in fact set to spawn in on dropships . and after some testing between my friend and i . by just playing the map again as both spartans . multiple waves would start and stop with no enemies spawning in at all . only just a few waves would spawn in a random single squad . but when he switched to an elite team everything was working fine . full forces of covanant in drop ships came in with events working ... so thats odd ... still had fun though . and i still love your map mod workshop ... thing . keep up the great work
peter2.EXE Mar 5, 2024 @ 12:49pm 
me and my friend tried it again . and everything was working fine today ... im kinda confused but glad its fine now on my end at least . probably just a weird personal glitch thing we had or something . any ways . great map mod workshop ... thing ... its good
Bush Wookiee  [developer] Mar 5, 2024 @ 3:48pm 
I'm glad to hear it. Have fun!
The way you've modified the AI's targeting and firing parameters means they become non-functional on Heroic/Legendary. The solution is to go into your globals tag and set their firing/targeting related scales to 1 or less across difficulties.

At minimum you can have a 0.033 delay for any AI action, as it is equal to one engine tick. With the scales being set to what they are, you're actually having the AI outpace the game and overflow.

It might help with your resource problem too, but that's more theoretical.

Assuming Reach did get the tickrate upgrade, every AI function is actually running twice per second, so the new limit would be 0.533 if you want to force it to run once per second.

To calculate this and make sure our AI don't overflow, we use a simple formula.

A = Current Setting. B = Difficulty Scale. C = Actual Setting. (A/2) * B = C

If C < 0.033, the AI will overflow, causing it to break as well as several other potential damages.

If C >= 0.533, the AI will never perform that action more than once per second.

If A >= 1.066, then you know it's running at maximum once per second.

Into the theoretical:

If AI are running every action twice per second, they're actually taking up two times as much resources per engine tick.

That means the quickest fix is to double the difficulty scales for AI functions.

So, .5 becomes 1.

1 becomes 2, and so on.

CE is the only MCC title where this problem doesn't exist.
Last edited by Gard Hater; Aug 27 @ 7:23am
Also this:

(script continuous garbocollecto (sleep 120) (garbage_collect_now) )

Will collect dead bodies, debris, etc. every 120 seconds.

(script continuous garbocollecto (sleep 3600) (garbage_collect_now) )

Is the same but assuming sleep uses ticks instead of seconds. 30*120 = 3600.

Whichever works better in testing for you.
Alternatively, make use of these two script functions:

(<void> add_recycling_volume <trigger_volume> <long> <long>) removes garbage in specified trigger volume to a max count over n seconds (<void> add_recycling_volume_by_type <trigger_volume> <long> <long> <long>) removes garbage objects matching the type mask in the specified trigger volume to a max count over n seconds. 1=biped, 2=vehicle, 4=weapon, 8=equipment, and 1024=crate. Add values together for combos, zero means all types Syntax: <trigger_volume> <max_count> <time_to_collect> <type_mask>

Set a trigger volume or two that encompass the outside of the building and have these functions run continuously, with a delay of your choice.
Last edited by Gard Hater; Aug 27 @ 6:10am
Bush Wookiee  [developer] Aug 27 @ 9:20pm 
Originally posted by Gard Hater:
The way you've modified the AI's targeting and firing parameters means they become non-functional on Heroic/Legendary.

I appreciate your suggestions, but I'm a bit confused because I do almost 100% of my testing on Heroic and what I don't do on that difficulty I do on Legendary. Most of the time the AI is quite functional, although sometimes squads that get dropped off far away from the action can get stuck and stand around until a couple of them get killed. Is that what you mean?

By the way, I believe I do have some form of garbage collection running regularly, but it may be every wave rather than every thirty seconds or so. I usually count things out in my code using multiplication so my number isn't seventy morbillion ticks etc
Originally posted by Bush Wookiee:
Originally posted by Gard Hater:
The way you've modified the AI's targeting and firing parameters means they become non-functional on Heroic/Legendary.

I appreciate your suggestions, but I'm a bit confused because I do almost 100% of my testing on Heroic and what I don't do on that difficulty I do on Legendary. Most of the time the AI is quite functional, although sometimes squads that get dropped off far away from the action can get stuck and stand around until a couple of them get killed. Is that what you mean?

By the way, I believe I do have some form of garbage collection running regularly, but it may be every wave rather than every thirty seconds or so. I usually count things out in my code using multiplication so my number isn't seventy morbillion ticks etc

Nah, it affects every AI character that's spawned. It's just what I said, they're doubling their resource usage due to running twice per tick.

It's less noticeable early on, but as time progresses troopers will just stop responding to danger completely as the game prioritizes enemies over allies.

The fix I'd go with is doubling their ranged attack timers in your globals tag. As it means they will use the values you've entered rather than halving them. New Target Delay is based on looking, so it should not be changed. Also, the grenade timers will need this treatment too.

Then, you just have to make sure their looking timers are at minimum 0.566, before using the formula above. Due to the double send, 0.5 = 0, so we add the 0.066 to ensure the delay is respected.

And finally, as long as the total AI count is under 32, everything should run smoothly.

It prioritizes enemies in view of/combat with the player.

Then AI fighting other AI.

Then idle AI.

Super ballistic engagements aren't factored in, so wraith shots will not be reacted to if limits are reached.

If all that is done, then you'll get the AI to work at the correct speed, with the correct limits.
Last edited by Gard Hater; Sep 1 @ 11:05am
Bush Wookiee  [developer] Sep 11 @ 5:11pm 
Originally posted by Gard Hater:
The way you've modified the AI's targeting and firing parameters means they become non-functional on Heroic/Legendary. The solution is to go into your globals tag and set their firing/targeting related scales to 1 or less across difficulties.

At minimum you can have a 0.033 delay for any AI action, as it is equal to one engine tick. With the scales being set to what they are, you're actually having the AI outpace the game and overflow.

Could you give me some more specific information on where I should be looking in what tags?

I briefly checked out ai_globals.ai_globals and generic.character, and I didn't see anything matching what you described. I'd love to follow up on your advice and fix any existing AI bugs there may be in my mod.
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