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Author Topic: I wanna make a tripmine. (53 messages, Page 1 of 2)
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Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 25, 2008 05:04 PM    Msg. 1 of 53       
I figured it would work well on extinction2.

It'll just be like a third weapon, like c4.

But how would i make it so that it only blows up when something walks over it?

Or when shot at, like in halo 3.

When i know these things I just have to get a weapon tutorial and try to model it and such.

That's all, thanks.


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Jul 25, 2008 05:08 PM    Msg. 2 of 53       
You want to model everything. Learn to script if your lucky, you might be able to do it. But it wont sync I don't think.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Jul 25, 2008 05:09 PM    Msg. 3 of 53       
Quote: --- Original message by: Newbkilla
You want to model everything. Learn to script if your lucky, you might be able to do it. But it wont sync I don't think.

Oh...

Out of curiosity, what part of it would not sync?

Wait...what about for a Single player map?

Edited by Officer egg on Jul 25, 2008 at 05:10 PM


Mythic128
Joined: Jan 1, 2008

-Account Locked-


Posted: Jul 25, 2008 05:12 PM    Msg. 4 of 53       
To answer your question, the action of it "Exploding" will likely not sync very well.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Jul 25, 2008 05:17 PM    Msg. 5 of 53       
Quote: --- Original message by: Mythic128
To answer your question, the action of it "Exploding" will likely not sync very well.


if windows can break, or shield scenery get depleted i dont see why this wouldnt, since its the same "damage = destroy" kind of thing....the bullets sync, so if they go towards the mine it will blow up anyway.....


Newbkilla
Joined: Mar 9, 2008

- Artist, Environment Artist, Level Designer -


Posted: Jul 25, 2008 06:36 PM    Msg. 6 of 53       
Mm I guess. Its kind of like fusion coils. Except you walk over it. Though if at anything,that would be a pain to do.


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Jul 25, 2008 06:40 PM    Msg. 7 of 53       
Quote: --- Original message by: Newbkilla
Mm I guess. Its kind of like fusion coils. Except you walk over it. Though if at anything,that would be a pain to do.


yeah i made one....its a b,itch to do


bobbysoon
Joined: Feb 1, 2007


Posted: Jul 25, 2008 08:22 PM    Msg. 8 of 53       
I made landmines using the infection form biped as an extra weapon on Matooba's Heavytank. I had to mess with materials. They worked with vehicles, but since they were bipeds, not ai, i had to attach a damage effect to the player's gbxmodel, that only harmed flood form skin, to make them detonate near a player. Unfortunately, it didn't work right after I attempted to make custom models for it. Some old vids of it:
http://www.youtube.com/watch?v=ygxBYRbCDKI
http://www.youtube.com/watch?v=eeMxmp4pk5g

And for the record, projectiles don't synch. They're just predictably simple. You may notice when using the Scorpion, the shell veers off to one side, missing the target, but you still get a kill. Or vice versa
Edited by bobbysoon on Jul 25, 2008 at 08:27 PM


Advancebo
Joined: Jan 14, 2008


Posted: Jul 25, 2008 08:24 PM    Msg. 9 of 53       
so to make bullets sync, we make it a device?


bobbysoon
Joined: Feb 1, 2007


Posted: Jul 25, 2008 08:31 PM    Msg. 10 of 53       
devices don't synch, either. Automatic doors just pretend to synch. Bipeds synch, and the automatic doors are in the same position client side, as they are server side, so when the bipeds are near the client's door, the biped is also near the server's door, and they both co-incidentally open around the same time


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Jul 26, 2008 08:26 AM    Msg. 11 of 53       
There is an a10 mummy mod that spawns a red orb when you kill a mummy. This orb flys to you and explodes when it touches you. Maybe you could look at that or something.

EDIT:That map also has a nice covie cruiser, just needs to be smoothed.
Edited by Scorpio on Jul 26, 2008 at 08:26 AM


tman450
Joined: Aug 27, 2007

SCENT TREE DOWN!


Posted: Aug 2, 2008 05:27 PM    Msg. 12 of 53       
I was just looking around..And I thought..
You know how when you step on a Flood Spore it implodes?
Well can't you change it so when you step on the model it explodes like a flood spore?



I know that this is a bump...But it would bother me if I didn't post my idea..lol


ThePlague
Joined: Dec 16, 2007

Steam: jubalearlybh


Posted: Aug 2, 2008 05:35 PM    Msg. 13 of 53       
The explosion on it is the bipeds death animation.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 2, 2008 05:41 PM    Msg. 14 of 53       
Thansk guys.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 2, 2008 09:09 PM    Msg. 15 of 53       
Actually, I've got a *BAD* trip mine already ingame. Currently, it just acts like a grenade =(

As for them exploding, you can do it if they are stationary, not picked up, by setting down a trigger volume around said trip mine, a flag inside the trigger volume, and a script that says:
Come in this trigger volume and it blows up.

not literally.

I'll get you pictures of the *BAD* trip mine.

I didn't model it, my friend did, I just textured it and tagged it.
Yes, I know I am a horrible texturer.



As for throwing it and exploding when you walk over it, is there any way you could create and attach a trigger volume and flag to the object ingame? (HIGHLY DOUBTFUL)


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 2, 2008 09:38 PM    Msg. 16 of 53       
Quote: --- Original message by: Mythril
Actually, I've got a *BAD* trip mine already ingame. Currently, it just acts like a grenade =(

As for them exploding, you can do it if they are stationary, not picked up, by setting down a trigger volume around said trip mine, a flag inside the trigger volume, and a script that says:
Come in this trigger volume and it blows up.

not literally.

I'll get you pictures of the *BAD* trip mine.

I didn't model it, my friend did, I just textured it and tagged it.
Yes, I know I am a horrible texturer.



As for throwing it and exploding when you walk over it, is there any way you could create and attach a trigger volume and flag to the object ingame? (HIGHLY DOUBTFUL)

Very cool!

But I can see how making it throw and detonating with proximity is difficult, if not impossible...


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 2, 2008 10:39 PM    Msg. 17 of 53       
Quote: --- Original message by: sinned
it will sync..

(script continuous net_synchroniser
(if
(and
(= (volume_test_objects buttontrugger (players)) true)
(= (device_get_position bomb) 1.0)
)
(begin
(object_teleport warty bob_flag)
(sleep 33)
)
(begin
(if (= (unit_get_health bob) 0.0)
(begin
(effect_new "mechs\mythos\effects\uber explosion" "nuke1")
(effect_new "mechs\mythos\effects\uber explosion" "nuke2")
(effect_new "mechs\mythos\effects\uber explosion" "nuke3")
(effect_new "mechs\mythos\effects\uber explosion" "nuke4")
(effect_new "mechs\mythos\effects\uber explosion" "nuke5")
(effect_new "mechs\mythos\effects\uber explosion" "nuke6")
(effect_new "mechs\mythos\effects\uber explosion" "nuke7")
(effect_new "mechs\mythos\effects\uber explosion" "nuke8")
(effect_new "mechs\mythos\effects\uber explosion" "nuke9")
(effect_new "mechs\mythos\effects\uber explosion" "nuke10")
(sv_say "Yall just got nuked!")
(sleep 99)
(object_create_anew bob)
)
)
)
)
)

Whoa. Cool.


FRain
Joined: Sep 17, 2007


Posted: Aug 3, 2008 12:05 AM    Msg. 18 of 53       
The way H3T did it when it first started was fire an invisible projectile that went a short distance up and detonated when it hit somebody.

Thought that would help.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 3, 2008 12:13 AM    Msg. 19 of 53       
Thanks for all the help guys!


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 3, 2008 12:56 AM    Msg. 20 of 53       
Quote: --- Original message by: TheQuagster
How about you make MC's footsteps do damage, lets say, 1 damage. Give the tripmine 1 health. Make other MC's invulnerable to MC steps, and It's basically, if someone walks on it, MC "damages" the trip mine, and therefore destroying it.

I'm not that experienced, but I used to mod trial and I know that MC's footsteps are changeable, and you can change how large the "footprint" is, so if someone's standing 3 feet from the tripmine, they can die.

I hope I helped anyone.

You know

That is quite a good idea.

I'm going to see if that's possible

EDIT:

Could you make MC's footsteps spawn a damage_effect?
Edited by Mythril on Aug 3, 2008 at 12:59 AM

EDIT 2:

I tried, it's not working.

I have a feeling I didn't do the trip mine health properly, I'll just keep on messing around

Also:

Is there any way I could make the trip mine stay face up when I throw it?

Currently, it goes in all random positions.

I've searched for a Z side faces up flag, but I can't find one.

Any ideas?

Edited by Mythril on Aug 3, 2008 at 01:22 AM


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 3, 2008 05:37 PM    Msg. 21 of 53       
Quote: --- Original message by: TheQuagster
How about you make MC's footsteps do damage, lets say, 1 damage. Give the tripmine 1 health. Make other MC's invulnerable to MC steps, and It's basically, if someone walks on it, MC "damages" the trip mine, and therefore destroying it.
Thats similar to how I did it, but instead of the footsteps thing, I added an attachment to the biped tag with the damage effect. The damage would only hurt flood skin. This was necessary since the mine was a biped, not an AI, so it couldn't automatically melee. So then vehicles kill it and near by bipeds kill it, and it goes boom. The mine's collision model is the part that has the type flood skin material, dies and goes boom. I heard a projectile can be given a collision tag, but I don't know for sure. If not, the firing effect could spawn a biped, and let the projectile be a blank, or a dud projectile

EDT:
on second thought, you could make it a projectile or grenade that does no explosion or damage, but spawns a biped. That would solve the facing up problem
Edited by bobbysoon on Aug 3, 2008 at 05:40 PM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 3, 2008 07:31 PM    Msg. 22 of 53       
I don't know much about how things work, but the Syncing is why AI do not work on servers, but they do on single player. I would integrate C4 as an actual weapon, where the player actually holds it, can hold more tyan one, and can pick up more as it would spawn. I plan on putting something like this in my map i am planning on building and a Tripmine would be no different. Of course if it works, i would like to put a Tripmine in my map like this, too.

What i know is, in the one map that has the stationary shields? Well the shield does sync and bullets send out packages that rerad how much damage they are to do. So when the projectile hits a player, it causes damage to the player, and being Synced, it does show. If it hits a wall, a bullethole decal is put. Though i think these are only for players so you only see your own, and the same for Rocket scorches. Don't know.

But when the shield takes damage, it is synched so this damage is seen, if you understand my gibberish. Just make it so that players constantly put out 1 damage, and make other players immune to it. This is similar to TheQuagsters idea, though i do not know if this works.

So if the tripmine is set to only have one health, it will be given a model that suffers the effects of gravity. Perhaps a way to register falling damage should be given because i am sure it would explode when thrown off a cliff. Also, in water maps, water can do the one damage thing that players are immune to so a mine would "overload" in water.

The model is just the device with one health. Then with the player having an orb around them where the damage that only affects the mine is given. If the mine enters this orb (or perhaops more like a cylinder) then the mine loses its health. Then you simply set it up so that 0 health = an explosion. You can borrow an explosion, such as a grenade explosion, or a rocket/tank shell on impact.

lastly, of course, the mine has to be vulnurable to regular damage (like other explosions and bullets) and i would assume all weapons do a bit more, at least, then one damage.

An issue is, if you want vehicles to set off this mine then you have to place this same damage field around a modified vehicle model. Also, if you want the keen player to be able to get around a spotted mine by crouching the field needs to be deactivated when crouching is activated. An issue is even if crouching, a mine should go off if stood on so a way for that will have to be created. Perhaps there is coding to be put in that determins when a player is in contact with the oblect, and then just set it to explode should the player contact with it.

I hope you can understan my gibberish : )


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 3, 2008 07:51 PM    Msg. 23 of 53       
Yes I do understand your gibberish :P


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 3, 2008 08:08 PM    Msg. 24 of 53       
thats good, because i really never know if what i am saying makes sence to others.

But what i don't know is the exact technical capabilities of Halo and if what my giberish said is possible. It would require convoluted scripting, and a complete overhaul of vehicles and player models. There is also a great chance that with all vehicles and players running around with a damage field around them, and the fact that it needs to constantly cancel it out for players, while a tripmine is constantly alert waiting for a signal of one of these fields.

I also have a revision. A vehicle would have to only have to have a field when it is occupied, in any seat. Then the vehicle would be given a field, and thats one less player field keeping the fields the same. It also means a tank just sitting there would not set off a mine, as well as anybody getting in gets a nasty suprise.

Furthermore, the more people in a vehicle, the less player fields there are, having just been compiled into the vehicle field.

also, another problem is that player fields would have to broadcast what team they are on, and therefor a mine would have to cancel out the taking damage if it clashes with a field of an ally of the person who set it. If this werent so, even if friendly fire was off (and it is in my games), a friendly could still be blasted around, not to mention that the person unfortunatley lost their mine to an unaware ally. so this adds more convolution and a little more lagg. I hate lagg.

Now the lagg is assuming it causes lagg. I do not know how much lag it would actually cause or if any at all, though it could easily double with a bad ping and when even almost no lag doubles it could become quite a serious case of lagg.

Also, while we are on the talk of explosives specifics, i was wondering something. I read that some of the special decals in the campaign are not available in multiplayer. So as my question continues, i have a master map building plan. The map replaces all Covenant weaponry and therefor i cannot use a plasma grenade. So i was concidering replacing it with an incinedary grenade that covers all surfaces in a radius in fire, and it willadhere to that surface for several seconds causing a currently undecided amount of damage.

the problem is, will this work? can i even get fire in the game, and then will it only show for the person who threw it? It is still a weapon, but it is not an explosion or a bullet.

You fire a rocket and everybody sees the explosion. Can a fire effect be created to function the same way? Hold on. As i think about this, i come to remember the flamethrower. The flamethrower catches players on fire with a good burst, and also it adheres flames to walls! And i am sure this is visible to all. So if it would work that way, with clever manipulation, and the desired effect can be achieved.

What do you think? will this work? And i also want to mention this grenades difference from the FireBomb of Halo 3. It is not a contact grenade, and therefor will actually bounce around before detonation. I have yet to design the exact specifics.
Edited by FoxtrotZero on Aug 3, 2008 at 08:20 PM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Aug 3, 2008 08:21 PM    Msg. 25 of 53       
wow... i read all this and you guys hadnt put this idea past him...
1- the infection form flood pop when your shield connects with there body... you can run them over and make them die... so why not make this trip mine object into a biped using the flood infection from tags(ive done crazy cross overs like this plenty of times... if you know what i mean by this you can do it)
2- for all those of you who don't know, the MC's shield does do damage, its very low but it does enough to kill (when elites melee the MC, it does damage to them and their shield)
3- it is extremely simple for you (or someone) to chenge the flood infection form's death animation from a simple pop to a full scale nade detonation(this idea coinciding with #1 of course)
all in all... it is possible... i can do it if you want... i just dont play with making objects into bipeds or converting this sort of thing into a weapon for a map

anyways... if you want, i can make the trip mine very very potent and functional as far as biped dies and blows up... after that its all up to you^_^


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 3, 2008 09:01 PM    Msg. 26 of 53       
I realise what you are saying, it makes alot of sence. But a feature i am talking about is proximity. If a vehicle or player without crouching gets close enough (lets say 3 feet) then the mine goes off. I am thinking the explosion should be at least the size of a rocket, but a full tank explosion might be wanted.

My designs are mainly scavanging, weather it being explosions or sounds. Weather they be stolen from basic weapons or custom ones that have had their own customs put in.

So when i put my uncreated designs into my mental production, i am mounting my explosion sizes pretty much on frag, rocket, or scorpion.


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 3, 2008 09:06 PM    Msg. 27 of 53       
Scorpion size would be nice. Lay a mine, walk across the map, ten minutes later you get a kill, look over and see an explosion. Good times :)


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Aug 3, 2008 09:25 PM    Msg. 28 of 53       
proximity... thats a tuff one... i suppose you could give it a weapon pick-up string...(you can expand the circle around the device which you can "pick it up" in) but instead of it following the standard appearence of the device in MC's hands it detonates...[btw... you can make the explosion as large as the map itself(wouldnt suggest it)or as small as a bullet]

am i making any sense here?


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 4, 2008 12:40 AM    Msg. 29 of 53       
For the record, the covie shield generators don't synch. Projectiles don't synch either. The shield usually appears to synch only because the player's position, facing, and weapon-firing state synchs. When a weapon has an error angle, there's a chance of the shield getting hit player side, but not server side, or vice-versa.

The shields-fry-infection-forms thing only works if the infection attacks and attaches. AI do that, but not bipeds. AI isn't doable in multiplayer. So we're left with a dumb biped. The only usefull bit of the dumb biped is it's explodable collision model. A projectile might be able to do the same. If so, a projectile would be simpler to set up. If not, a biped could be made with the bare-essentials of animations to minimize lag. Am I making sense?


Officer egg
Joined: Mar 16, 2008

Dancing is forbidden.


Posted: Aug 4, 2008 12:47 AM    Msg. 30 of 53       
Quote: --- Original message by: bobbysoon
For the record, the covie shield generators don't synch. Projectiles don't synch either. The shield usually appears to synch only because the player's position, facing, and weapon-firing state synchs. When a weapon has an error angle, there's a chance of the shield getting hit player side, but not server side, or vice-versa.

The shields-fry-infection-forms thing only works if the infection attacks and attaches. AI do that, but not bipeds. AI isn't doable in multiplayer. So we're left with a dumb biped. The only usefull bit of the dumb biped is it's explodable collision model. A projectile might be able to do the same. If so, a projectile would be simpler to set up. If not, a biped could be made with the bare-essentials of animations to minimize lag. Am I making sense?

For the most part, yes.

Basing it off an infection form would not work because you can't just ealk up to it and pop, it has to attack. And to attack it must be an AI, which do not sync online.

So if we do it with a flood infection form, all we have is a useless biped with an exploding collision model, and the rest i get slightly confused, after all, I am inexperienced in these things.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Aug 4, 2008 01:12 AM    Msg. 31 of 53       
Quote: --- Original message by: bobbysoon
For the record, the covie shield generators don't synch. Projectiles don't synch either. The shield usually appears to synch only because the player's position, facing, and weapon-firing state synchs. When a weapon has an error angle, there's a chance of the shield getting hit player side, but not server side, or vice-versa.

if projectiles dont sync, why do needles work?


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Aug 4, 2008 01:19 AM    Msg. 32 of 53       
Quote: --- Original message by: TheQuagster
How about you make MC's footsteps do damage, lets say, 1 damage. Give the tripmine 1 health. Make other MC's invulnerable to MC steps, and It's basically, if someone walks on it, MC "damages" the trip mine, and therefore destroying it.

I'm not that experienced, but I used to mod trial and I know that MC's footsteps are changeable, and you can change how large the "footprint" is, so if someone's standing 3 feet from the tripmine, they can die.

I hope I helped anyone.

i think quags method is a very good one, try this one....for the footsteps check in the biped tag (or globals...i dont renember well) and make the material response to be a damage effect (make it so it doesnt harm you, and make the mine have a material that isnt used like engineer shields)


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 4, 2008 02:56 AM    Msg. 33 of 53       
Quote: --- Original message by: Donut
Quote: --- Original message by: bobbysoon
For the record, the covie shield generators don't synch. Projectiles don't synch either.

if projectiles dont sync, why do needles work?
Because they follow the target both on the client's computer and on the server's computer.

Quote: --- Original message by: TheQuagster
How about you make MC's footsteps do damage
You don't need to change the footsteps. You can attach a damage effect to the cyborg's biped tag. Thats what I did, and I set up the damage effect tag to only hurt flood skin. It worked. There are markers for the feet that can be used too.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 4, 2008 03:27 AM    Msg. 34 of 53       
Holy...

16 new emails XD

ON TOPIC:

I'm following half and half of all the ideas. Making it into a biped, I take it you can't just switch the model and collision around? =(

XD

I'll try the footsteps idea, though could anyone point me in a good tut of how to get the collision geometry to have health? Whenever I try, it never works. =(

I'll go test right now anyway.


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 4, 2008 04:26 AM    Msg. 35 of 53       
Give your landmine's gbx and collision models the same node set as the biped (infection?), and change the checksums in them to match the infection's checksum. Then refer to the infection's collision in guerilla to set up your collision. Make a copy of the infection's biped tag and replace the gbx and collision, and strip out other unneeded stuff and see if it blows up when you kill it :)

 
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