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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »giving a material a damage affect

Author Topic: giving a material a damage affect (6 messages, Page 1 of 1)
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killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Aug 10, 2007 02:18 AM    Msg. 1 of 6       
OK what I am want ing to get working is if a vehicle and or a projectile hits a surface you get a certain effect.

I have tried to change the material type for the shader of the model I am using but could not get this to work.

This is for a devise machine "land mine" I do have it working if the mc walks on it but I also won t it to have the same affect if you shoot it or drive over it.

I do know this can de done by scripting but I just wont it as a tag with no script.

any help would be cool


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Aug 10, 2007 02:48 AM    Msg. 2 of 6       
As I see it you have two options: Either use a pure scripted land mine or alter the script to also check for the existence of a piece of destructible scenery that represents your land mine.

The exploding h2 barrels may be scripted or are just destructible. Either way, they can take damage and explode if hit hard enough so you may want to examine those.

But for something like that to explode by being walked over, it would have to be scripted with a trigger volume. I would suggest having the trigger volume check for players and for whether not the mine scenery has taken enough damage to explode.

I'm unaware of a reactive material type to refer you to so this is the best I can do as far as suggestions. Hope you can work out something you like.


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Aug 10, 2007 03:04 AM    Msg. 3 of 6       
Quote: I'm unaware of a reactive material type to refer you to so this is the best I can do as far as suggestions. Hope you can work out something you like.


The material effect I am talking about is the sort of thing you get when you drive over or shoot a energy bridge I was hoping that is could be modified to suit me.


SGWraith
Joined: Apr 15, 2006

[SG] Clan


Posted: Aug 10, 2007 03:32 AM    Msg. 4 of 6       
Regardless of whether or not the bridge is scenery - scenary have material ids (bitmaps, etc) so making a landmine scenery object could work with that.

However, though you can add new materials in material_effect tags, it only accepts sound and effect tags and not damage_effect tags. I don't think effects are allowed to do damage :/


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 12, 2007 12:12 PM    Msg. 5 of 6       
im not sure where ur going with this. u have my xfire so ill give u some help next time ur online. for now, in the projectile tag, there are all of the material responses to what happen when the projectile hits something. if the trip mine continuously shoots projectiles upward. make the material response at the bottom if it hits the cyborg or his shield or any other biped material for the matter, make the effect spawn an explosion at a marker on the model of the mine. u can get thew throwing effect of it from the c4.
EDIT!: sorry kirby. that there what i posted is kirbys idea, not mine. it didnt even occur to me. so thank him for it not me.
Edited by Donut on Aug 12, 2007 at 12:51 PM


killer kiwi
Joined: Feb 10, 2007

live and let die


Posted: Aug 13, 2007 02:06 AM    Msg. 6 of 6       
Thanks for the help! I was trying to make a land mine that didn't need a script to work for a vehicle and was hoping to use the effect if it had been run over it trigger a explosion.

I have it working for the MC but not a vehicle.

I will try a couple of other things to see if I can get it to work.

Thanks again

 

 
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