Posted December 13, 2015 This script forces players to lead a certain ping (33 by default) using the clead command. Players that have a ping that is higher than the set ping will lead from that ping instead, and players that have a lower ping will lead from whatever ping they currently have. The script was a requested feature on the SAPP site, so it may be possible that this script will be added as a feature. Note that no-lead must be enabled for this script to work. Download (SAPP): stable_lead.lua Note: This script may not work on versions newer than SAPP 9.5. Versions between 9.0 and 9.5 should work, though anything before 9.5 may requiring editing the api_version variable to the appropriate version (1.7.0.0 if 9.0, 1.8.0.0 if 9.2). iNTERFACE, NeX and WaeV like this Share this post Link to post Share on other sites
Posted December 13, 2015 That's... worded a bit weird. What do you mean by leading? It sounds like a script that makes it so I don't have to aim 20 feet ahead of someone with 500 ping on bloodgulch. || My YouTube Channel || Gamebanana || Steam Community Profile || Share this post Link to post Share on other sites
Posted December 14, 2015 That's... worded a bit weird. What do you mean by leading? It sounds like a script that makes it so I don't have to aim 20 feet ahead of someone with 500 ping on bloodgulch. No. It forces you to lead from a certain ping rather than from a ping of 0 as an alternative to no-lead. Share this post Link to post Share on other sites
Posted December 14, 2015 So how does it benefit a ping like mine on US servers? I average about 267 compared to less than 100 of most players. https://www.twitch.tv/krazychic Share this post Link to post Share on other sites
Posted December 14, 2015 So how does it benefit a ping like mine on US servers? I average about 267 compared to less than 100 of most players. The only advantage it would give you is that you only need to overcompensate your aiming as much as someone with only 33ms of ping on vanilla Halo. For example, a player is walking exactly tangent to your line of sight, and you are going to shoot them with a pistol. Constants: Halo's timing is around 30 ticks per second, so 1/30 seconds per tick * 1s * 1000ms/s = 33 + 1/3 ms or ~33.3ms. One world unit (the distance between 0,0,0 and 0,0,1) is equal to 3 meters. The pistol bullet speed is 10 world units per second, or 30 meters per second. The player's maximum running speed on a flat surface is 2.25 world units per second, or 6.75 meters per second. Variables: Let's assume the worst case scenario, where Halo's input lag forces you to wait one tick (~33.3ms) before you can fire. Let's also assume your ping is 267ms. To round it up to the nearest tick: ceil(267ms * 30 ticks per second) / 30 ticks per second = 0.3 seconds. Let's also assume that your target is 60 meters away and is moving at maximum running speed on a flat surface. ceil(60/30) = 2, which means it will take 2 additional ticks before the bullet will reach the player, or ~66.6ms. Let's also assume that you are standing still. Time until your bullet hits your target = ~33.3ms + ~66.6ms + 0.3 seconds = 0.4 seconds. Lead required for a direct hit without bullet magnetism on vanilla Halo = 0.4 seconds * 6.75 meters per second = 2.700 meters Lead required for a direct hit without bullet magnetism with no-lead enabled = (0.4 seconds - 0.3 seconds) * 6.75 meters per second = 0.675 meters Lead required for a direct hit without bullet magnetism with lead forced at 33ms = (0.4 seconds - 0.3 seconds + ceil(33ms * 30 ticks per second) / 30 ticks per second) * 6.75 meters per second = 0.900 meters You're going to still be at a disadvantage at a higher ping due to an increased latency for you to react to something, but you don't have to aim any farther than anyone else. I'm not an expert on this, so there may be some variables I could have possibly missed. It's just a rough estimate. Krazychic and Vuthakral like this Share this post Link to post Share on other sites
Posted December 14, 2015 So how does it benefit a ping like mine on US servers? I average about 267 compared to less than 100 of most players. No-lead has the advantage of, well, you don't need to lead. This makes gameplay more "fair" to people who would have bad pings (and need to lead a lot) or erratic pings (and need to lead varying amounts). But some people don't like no-lead. Simulating 33ms ping uses the same mechanism as no-lead, but does require you lead a little bit. It's about the same as if everyone was on LAN. This makes gameplay more fair to those with bad pings, without completely removing the need to lead on your shots. Vuthakral, Takka, NeX and 3 others like this Lots o' Source Code: ➢ https://halo.tools/git/explore/reposGuides:➢ Mapfile Overview➢ Halo Versions and Converters➢ Read Halo's memory in 40 lines of C# Share this post Link to post Share on other sites
Posted December 14, 2015 Thanks for the explanations guys https://www.twitch.tv/krazychic Share this post Link to post Share on other sites
Posted December 19, 2015 Just wanted to say thanks in advance. This seems exactly what we're looking for Share this post Link to post Share on other sites
Posted December 21, 2015 Has anyone tried setting it to something other than 33ms? Still feels a little generous. @002 Also, I noticed you say "direct hit without bullet magnetism": is that the same as playing with a controller and using player_magnetism 1 (on by default)? Share this post Link to post Share on other sites
Posted December 21, 2015 Has anyone tried setting it to something other than 33ms? Still feels a little generous. @002 Also, I noticed you say "direct hit without bullet magnetism": is that the same as playing with a controller and using player_magnetism 1 (on by default)? You can set it higher by editing the value at the top of the script. Just note that players with lower ping than what you set it to will play at their ping. Bullet magnetism is a bit different from aiming magnetism, as it's handled by the server. Whenever you fire a bullet and it goes near a target, and you are close enough to the target, then the bullet will hit that target. Bullet magnetism doesn't work on allies, which is why it's slightly harder to betray players. Share this post Link to post Share on other sites