
HogdriverOneFiveFive
Joined: Dec 21, 2007
Prodigal Son Returns-Actual Join Date April, 2006.
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Posted: Feb 12, 2008 06:37 PM
Msg. 1 of 5
would it be possible in halo's crappy physics engine to make a booster scenery? for ground vehicles when they drive over it their acceleration goes sky high. ex driving along la de da and you hit a booster track and you go from 20 mph to 200, its for a few high speed jumps over canyons i need to do...
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corndogman939
Joined: Apr 6, 2007
Using the same avatar since 2007
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Posted: Feb 12, 2008 06:42 PM
Msg. 2 of 5
im pretty sure you can but it might not work the way you want it. my guess is you could make it have a continuous damage effect that propels you like a grenade would, but make the amount of damage 0.
edit: ask sonic extreme since hes doing the sonic halo mod and sonic has those in it. Edited by corndogman939 on Feb 12, 2008 at 06:43 PM
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bobbysoon
Joined: Feb 1, 2007
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Posted: Feb 12, 2008 06:59 PM
Msg. 3 of 5
sonic uses animations to do that, with a script. Maybe a similar animation could be applied to the warthog
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Feb 12, 2008 07:13 PM
Msg. 4 of 5
Quote: --- Original message by: corndogman939 ask sonic extreme since hes doing the sonic halo mod and sonic has those in it. But we never put in real speed boosters, only cinematic blur. Make a vehicle with animation to launch the vehicle foward; then script it to sleep till it finds the vehicle in there, load htem in, then launch, and then eject the vehicle from the boost vehicle. hmm.. just remembered who made this topic; for someone who understands as little as you do, there is no way lol.
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bobbysoon
Joined: Feb 1, 2007
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Posted: Feb 12, 2008 07:49 PM
Msg. 5 of 5
A hog launcher? And it keeps it's inertia after detaching? Cool The launching vehicle could be attched to the hog, then detached, and then the hog attaches to the launcher. That would allow the hog to keep it's trajectory, somewhat
a mancannon-type damage effect would be more do-able. Do a scripted (sleep_until (volume_test_objects vol (players))) so it lets the vehicle pass the point a little before flinging the player into the great yonder
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