
Hickle Stine
Joined: Oct 8, 2007
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Posted: Dec 11, 2007 12:49 AM
Msg. 1 of 21
You know in that multiplayer level in halo 2, the stalagtites that you can shoot off the ceiling? And then they fall down and can crush people...I want to know how to make something like that for HCE. Help plz.
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spike15
Joined: Sep 26, 2007
yes!yes!yes!yes!
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Posted: Dec 11, 2007 01:39 AM
Msg. 2 of 21
well if you want to make it fall of the roof you will have to use animation and there are tuts on destructible scenery though i don't know about the squishing people part though you could maybe add and explosion to it!!
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Hickle Stine
Joined: Oct 8, 2007
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Posted: Dec 11, 2007 03:24 AM
Msg. 3 of 21
nah it needs to have physics...i can make the pieces of rock vehicles i guess. But i mean how do i get them to stay attached until someone shoots em or whatever? Edited by Hickle Stine on Dec 11, 2007 at 03:24 AM
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Pingvinz
Joined: Dec 4, 2007
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Posted: Dec 11, 2007 09:06 AM
Msg. 4 of 21
Well, you can get them stuck by tele-porting them there, you might need a script for it though, so if the hog hits them, they die automatically, not just fall through the floor, don't know if it'll sync though.
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Dec 11, 2007 10:07 PM
Msg. 5 of 21
Make the model, make the collision, make it so that it has some health, and then when its destroyed, it dissapears, making the stalactite vehicle, which will then proceed to falling on someones head.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Dec 11, 2007 11:47 PM
Msg. 6 of 21
mine, probably >< need server side scripting i think. We don't want client side scripts making vehicles. They'd be glitchy, and it'd drop when the server's damage has occured
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Hickle Stine
Joined: Oct 8, 2007
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Posted: Dec 12, 2007 05:18 AM
Msg. 7 of 21
but vehicles synch anyway, so it wouldnt be a problem would it? if I just had something that had to be hit in order to drop the vehicle or something...
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bobbysoon
Joined: Feb 1, 2007
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Posted: Dec 12, 2007 05:45 AM
Msg. 8 of 21
the server's vehicles sync. If the server creates a vehicle, it syncs, but if a client makes a vehicle, it is only there for the client
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Hickle Stine
Joined: Oct 8, 2007
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Posted: Dec 12, 2007 06:01 AM
Msg. 9 of 21
ahhh. I see. darn it. is there any way to do this? i mean, its only an idea, but it would be kool to stick something like it in a map.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Dec 12, 2007 11:14 AM
Msg. 10 of 21
Quote: --- Original message by: Hickle Stine ahhh. I see. darn it. is there any way to do this? make it SP, duh.
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Dec 12, 2007 01:57 PM
Msg. 11 of 21
Quote: --- Original message by: Hickle Stine nah it needs to have physics...i can make the pieces of rock vehicles i guess. But i mean how do i get them to stay attached until someone shoots em or whatever? Edited by Hickle Stine on Dec 11, 2007 at 03:24 AM i guess you could use the object attach script but thats not nessacary. almost anything defined as an object by sapien in the hierarchy view can have physics, scenery, weapons, characters, etc. its alot easier to leave them out because defining the bounding spheres/ and intertial matracis yourself can be a pain in the ass when guerilla does it for you. although for scenery it is much easier. you can even import nodes from a vehicle and give a scenery item that vehicles collision and physics. for those who dotn know, the tool command is: tool physics all physics exports should be placed in physics in your objects data folder.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Dec 12, 2007 06:47 PM
Msg. 12 of 21
scripts can know they are server by finding a vehicle with health > -1 (< -1 (unit_get_health aVehicle)) that means (-1 < health) use that in a startup script to set up server side stuff
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Dec 12, 2007 07:37 PM
Msg. 13 of 21
Well, I imagine you could set up a script that tests for the health of the stalactites, and there are commands for destroying it and creating an effect, which I believe should sync.... Just instead of the whole collision thing from before, set it up with health, and have the effect elsewhere for reference by the script.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Dec 12, 2007 09:14 PM
Msg. 14 of 21
hmm ok your doing this all wrong...... make it a scenery with collision geometry set up to make an effect when it dies. that effect will be: 1. the sound of it breaking 2. some debris 3. a stalagmite vehicle falls and hits the ground
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Matooba
Joined: Dec 26, 2005
Crust on Halomaps! :)
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Posted: Dec 12, 2007 09:43 PM
Msg. 15 of 21
Projectile spawns into a detenation effect tag shooting debri (using a projectile model of whats to blowup) you set amount of debri and how long life is, you can also give the second set of projectiles an effects tag like sparks w/flame thrower char effect.
If you need a parimeter sensored area why not use a trigger volume in a script? Anyone walks in (you set distance) trig area, then Boom :P
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Dec 12, 2007 09:47 PM
Msg. 16 of 21
hmm that would work too. would make it more realistic too. however, the trigger volume wont work becuse they are not portable, unless you made it span just the entire shaft of falling for the stalagmite.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Dec 12, 2007 09:48 PM
Msg. 17 of 21
joining your own dedi server for testing: (when you get to that point) make a shortcut to haloceded.exe open the shortcut's properties with a right-click Target: "C:\Program Files\Microsoft Games\Halo Custom Edition\haloceded.exe" -port 2312 click Ok create or edit init.txt, and fill in as follows: sv_status true sv_public false sv_name testSession sv_mapcycle_add TEST "Slayer" sv_timelimit 0 sv_end_game sv_mapcycle_begin
sv_end_game is their for convienient up-arrow access from the dedi prompt TEST is your map's name, without .map suffix Start HaloCE, and create a lan server, and then quit the lan, not halo. This secures client's access to the map before dedi locks it Start the dedi Back to client. Join IP localhost:2312 I have trouble joining sometimes, but I've been doing it in that order with success the last few times Edited by bobbysoon on Dec 12, 2007 at 09:49 PM
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Caboose117
Joined: Jul 23, 2006
Seriously guys?
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Posted: Dec 13, 2007 02:22 PM
Msg. 18 of 21
Quote: --- Original message by: Caboose117 Well, I imagine you could set up a script that tests for the health of the stalactites, and there are commands for destroying it and creating an effect, which I believe should sync.... Just instead of the whole collision thing from before, set it up with health, and have the effect elsewhere for reference by the script. Tis what i said... Mostly.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Dec 13, 2007 08:32 PM
Msg. 19 of 21
script clients to create non-physics scenery versions and wait for a biped to get squished. server initially creates a biped and waits for it to die. When it dies, it drops a vehicle far enough that everyone's biped gets squished simultaniously, waits for the squish, and then creates the vehicle stalactite, while clients remove their non-physics scenery. Server can detect when a player joins, and drop agian the biped squisher for the joining player's unsquished biped, if the server's is squished. This is a situation where you wouldn't want the script's vehicles to respawn. Seating a biped will prevent a vehicle's respawn Edited by bobbysoon on Dec 13, 2007 at 08:33 PM
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Hickle Stine
Joined: Oct 8, 2007
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Posted: Dec 14, 2007 04:56 AM
Msg. 20 of 21
this is confusing...i dont know heaps about what you can\cant do with scripting. Also im just havin trouble understanding all that^^ Can I have the vehicles already there when the game loads, so that it syncs for everyone, but somehow attach em to the roof until they are shot?
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bobbysoon
Joined: Feb 1, 2007
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Posted: Dec 14, 2007 06:09 AM
Msg. 21 of 21
if ony the server creates and attaches I was just brainstorming. I think I know an easier way: Destructible vehicle, gets destroyed, permutates, server sees it's destroyed and detaches it, and waits for it's respawn, restores health, re-attaches, and repeat. I don't think the client's will restore, so might as well skip making the destroyed model
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