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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »is it possible to make a script for this

Author Topic: is it possible to make a script for this (10 messages, Page 1 of 1)
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jjwk544
Joined: Jun 30, 2007

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Posted: Jul 26, 2007 03:02 AM    Msg. 1 of 10       
IIIIIIII is a bridge script would make it so when the bridge is hit with enough damage to kill a spartan it would make the actual bridge scenery disapear and have a big explosion then while the explosion is going the bridge would disapear and then spawn a new scenery: bridge parts in its place. it would then look like this l l. what would that script be? is it possible to make this script?
Edited by jjwk544 on Jul 27, 2007 at 02:13 PM


jjwk544
Joined: Jun 30, 2007

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Posted: Jul 26, 2007 02:19 PM    Msg. 2 of 10       
ok well whats a damaged perputalation?


Donut
Joined: Sep 30, 2006

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Posted: Jul 26, 2007 02:26 PM    Msg. 3 of 10       
Quote: --- Original message by: Tarzan
yes and no... you'd be able to do it if you had some invisible bipeds on the structure of the bridge and used their health as the basis for destroying the bridge... You'd also need some damaged bridge model permutations.

not exactly. u are 100% correct about the damaged permutations however the health is set in the collision geometry of the object. same as bipeds (NOT ACTOR VARIANTS). u set the bridge health to about 200 and make the damaged effect start at like 70 so people see it then when its totally dead, make an effect spawn an explosion and separate scenery files at 2 markers in the original bridge model.
edit:sorry i was typing as u posted. the damaged permutation is ~damaged.jms . u put it in the same models folder as your bridge.jms and when u compile it will make one .gbxmodel tag but it has 2 models in it. the ~damaged will be automatically referenced as the damaged permutation to present on screen.
Edited by Donut on Jul 26, 2007 at 02:29 PM


jjwk544
Joined: Jun 30, 2007

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Posted: Jul 26, 2007 02:30 PM    Msg. 4 of 10       
well that helps damged permutation thing. but would this sync online?


Donut
Joined: Sep 30, 2006

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Posted: Jul 26, 2007 02:34 PM    Msg. 5 of 10       
hmmm.... i dont know. thats a good question. oh i know. if u make it a device machine then it will. u still model everything the same u just make it a .device machine tag instead of a .scenery


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Jul 26, 2007 09:17 PM    Msg. 6 of 10       
Masters1337 said it should... as long as people do not join midgame, in which case, they will see a new structure. Big deal.


jjwk544
Joined: Jun 30, 2007

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Posted: Jul 27, 2007 02:13 PM    Msg. 7 of 10       
ok so i understand this: you model the bridge you save it then save as ~damaged.jms then you do whatever to make it have health. then do everything else normal until the end where you compile it to a device_machine thing instead of scenery. is that right, if not correct me. has anyone made a tutorial on this?
Edited by jjwk544 on Jul 27, 2007 at 02:15 PM


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Jul 27, 2007 08:37 PM    Msg. 8 of 10       
*sigh, did you even read my post? You model the bridge and export it as bridge.jms and then model the damaged version and export that as ~damaged.jms. Then in the collision tag you make it have body vitality. Then you put those into a scenery tag, or device machiine, I'm pretty sure it does not matter. Then put it into your map.


jjwk544
Joined: Jun 30, 2007

That's Right, I'm Back. Again.


Posted: Jul 27, 2007 11:04 PM    Msg. 9 of 10       
oh now i gets it. wow it isnt that hard. but would it already make a big explosion or would i havve to make the effect?


tygron
Joined: Jan 16, 2006

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Posted: Jul 28, 2007 02:06 AM    Msg. 10 of 10       
That would look cool. And would be the best thing i've ever heard.

 

 
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