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Author Topic: I wanna make a tripmine. (53 messages, Page 2 of 2)
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Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 4, 2008 04:29 AM    Msg. 36 of 53       
Quote: --- Original message by: bobbysoon
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 :)


I'll pretend to understand that.

Currently, it's in the form of a .scenery just randomly lying around for testing.

I've gotten it to explode, but with wayy too many hits, I'll reduce the health a bit.

However, after I explode it, it won't disappear.

How do I do that? I have a feeling it's to do with ~damaged.jms


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 4, 2008 04:43 AM    Msg. 37 of 53       
I don't know, but if you look at the infection's collision tag, you'll figure it out. I think its a flag, something about the object dying or destroyed or deleted


Rhydgaled Publications
Joined: May 10, 2007

I have many questions (can't fit URL in though)


Posted: Aug 4, 2008 04:51 AM    Msg. 38 of 53       
Quote: --- Original message by: bobbysoon
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.


I don't really know about these things but I would expect that syncing projectiles is a very important thing for all LAN and/or internet multiplayer games, and therfore projectiles in HALO should sync. The reason I thought the shield generators and destructaable vehicles don't sync properly is because, apart from bipeds, the health of an object isn't sent across the network. This would mean, if vehicle is blown up or a shield generator temporarily depleted and a player joins the new player wouldn't know they had been damaged and see it in pristine condition.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 4, 2008 04:59 AM    Msg. 39 of 53       
Quote: --- Original message by: Rhydgaled Publications
Quote: --- Original message by: bobbysoon
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.


I don't really know about these things but I would expect that syncing projectiles is a very important thing for all LAN and/or internet multiplayer games, and therfore projectiles in HALO should sync. The reason I thought the shield generators and destructaable vehicles don't sync properly is because, apart from bipeds, the health of an object isn't sent across the network. This would mean, if vehicle is blown up or a shield generator temporarily depleted and a player joins the new player wouldn't know they had been damaged and see it in pristine condition.


Example from H2_Zanzibar:

Messing around with dev, forcing people to get into the ghosts XD.
Someone shoots the ghosts, blows em up on my screen. I'm like, aw.

So I object create anew it.

Then, my friend want's to mess around as well.

So he's like, respawn the ghosts and hog.

And I'm like, they are there...

He's like, no they aren't.

Not syncy.

ON TRIPMINE TOPIC:

I've got it to explode with a single plasma hit.

Currently, it reflects human though cause I changed the shield type. =O

Editing that now

EDIT

Done, it explodes with a single hit from any weapon. =)
Now, to get MC's footsteps to create a damage effect.

What I tried is this:

I got the tags\globals\cyborg.material_effects.

I went to Metal(Thick) and added a effect. This effect creates a damage effect.

The trip mine's shaders are all set to metal(thick).

Nothing happens. Any ideas?
Edited by Mythril on Aug 4, 2008 at 05:58 AM


bobbysoon
Joined: Feb 1, 2007


Posted: Aug 4, 2008 01:00 PM    Msg. 40 of 53       
Test the footstep damage thing with a normal biped. Maybe temporarily up the damage value so you know if it's working.


Switchblade
Joined: Jul 3, 2007

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


Posted: Aug 4, 2008 01:07 PM    Msg. 41 of 53       
Bobbysoon is correct in that there is a section for "object/biped dies"... i can't remember exactly what section its in but its an editable text line with a button to search for the right death animation for the object/biped

As for Mr, Mythril... the vehicle sync when spawned by the server is non functional as explained by the person who explained the destructable vehicles not syncing... also your "mine" dies only by a plasma nade explosion because you are working with a biped still... all bipeds die when directly hit with a plasma grenade... i cant remember where the adjustment for that is right now either...

in any case... there are a few dozen ways that this can be done... but something has come to mind:
needler crystalsfollow a target no matter what it is or how fast its moving and it also syncs in multiplayer... does anyone know if it its possible to set the needler needles to automatically attack any nearby biped/vehicle?


_TheArbiter_
Joined: Apr 22, 2007

"stupidity is an epidemic " - Donut


Posted: Aug 4, 2008 01:32 PM    Msg. 42 of 53       
ok to everybody here: PLEASE realize that if you make it by footstep it wont work if you go with a hog over it....unless you attach the damage to the foot and make it big so it works


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 4, 2008 05:35 PM    Msg. 43 of 53       
i suddenly realize, how a needler turret would act. Sweet anti infantry gunfire. Sweet, sweet gunfire.

anyway, you need to make sure that the device takes damage from ANYTHING, including footsteps. you also need to make sure that other players are immune to this damage.

i assume the footsteps do damage in a radius, so that does the proximity thing. you might want to make the damage disabled when crouched to get by it. then you might what to place a disarm feature. its all up to you. you need to make sure vehicles also give out this special damage whenever activated. you don't want all your mines bypassed by warthogs. you also need to put some sort of team function in the footsteps and mine, so that teammates don't set off your tripmine.


DarkZealot
Joined: Jan 1, 2008

Time management: 40% Xbox, 30% PC, 30% Skating


Posted: Aug 4, 2008 05:39 PM    Msg. 44 of 53       
In Halo 3, I like blowing up my teammates by placing a trip mine right as they approach me.

It doesn't matter, in Halo 3, even if you step on your OWN or teammate's tripmine, you're gonna get hurt.


HaloSlayer
Joined: May 21, 2007

Used to be my H3 Emblem


Posted: Aug 4, 2008 06:15 PM    Msg. 45 of 53       
I always thought the easiest way to make a Tripmine styled mine would be to make a weapon the when you use it threw a scenery or something that flew, hit the ground and stuck there. Then you shoot it to make it explode.


ODX
Joined: Jul 26, 2007

A rare sight, indeed.


Posted: Aug 4, 2008 06:16 PM    Msg. 46 of 53       
Quote: --- Original message by: HaloSlayer
I always thought the easiest way to make a Tripmine styled mine would be to make a weapon the when you use it threw a scenery or something that flew, hit the ground and stuck there. Then you shoot it to make it explode.

That's more of a portable Fusion Coil, not a tripmine.


HaloSlayer
Joined: May 21, 2007

Used to be my H3 Emblem


Posted: Aug 4, 2008 06:24 PM    Msg. 47 of 53       
I mean trip mine Styled. As in you go over them and someone who is watching the mine shoots it as the person or vehicle goes over it. Thus it seems to act like a trip mine when its really remote activated.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 5, 2008 03:32 AM    Msg. 48 of 53       
Quote: --- Original message by: HaloSlayer
I mean trip mine Styled. As in you go over them and someone who is watching the mine shoots it as the person or vehicle goes over it. Thus it seems to act like a trip mine when its really remote activated.


True, but that's not the hardest thing to do.

As for all the other suggestions, testing once again =(

XD


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 5, 2008 04:28 AM    Msg. 49 of 53       
heres an idea. Remote activated C4. Press left mouse to throw a charge, or right mouse to throw one that is on an automatic ten second fuse. is this possible? because my original idea was main mouse 5 second, right mouse 10. but a remote charge with a timed option sounds much better.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 5, 2008 06:22 AM    Msg. 50 of 53       
Quote: --- Original message by: FoxtrotZero
heres an idea. Remote activated C4. Press left mouse to throw a charge, or right mouse to throw one that is on an automatic ten second fuse. is this possible? because my original idea was main mouse 5 second, right mouse 10. but a remote charge with a timed option sounds much better.


Possible indeed seeing as the c4 has 2 triggers.

EDIT TO THE TRIP MINE!

Whee...

For some reason or another
vehicles drive over, bang.

it explodes.

with lots of force? XD

Still testing bipeds walking over but whee=)
Edited by Mythril on Aug 6, 2008 at 06:14 AM


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Aug 9, 2008 11:21 PM    Msg. 51 of 53       
that is not necesarily proximity, but its good that it works. i think it is because of the crappy (sorry) vehicle physics in halo. it has no regard to forward, reverse, or momentum. contact with a moving vehicle will cause damage, and going flying is determined by the physical force of the blunt object shattering your ribs : )

but the point is, a moving vehicle would cause damage. it is my understanding that you used a biped for the tripmine model. therefor vehicle hit mine, mine take damage, mine explode, vehicle die. how convienent. no, not covenant.

as for the C4 issue, as much as setting up your explosives with a button and detonating them all at once sounds good, i think it would have sync-ing issues. is it possible to make it so you use one, the physical model sticks. one ammo is deducted, your view is switched to a detonator, another trigger pull sets it off, and you are returned to holding explosives.

it is possible for the model others see to hold a detonator and an explosive at all times, while for the player's view, the detonator and the explosive is just kind of, one brought up or another.

as for function, left click throws a remote explosive, right sets on a ten second timer. with the detonator out, left click sets it off, right click sets remotely (awesome) on a ten second timer to be forgotten. if you melee, you punch out with the detonator in your fist, and if you switch weapons with a detonator out, you don't get to set it off, you don't get the ammo back, and the model sits for thirty seconds before disapearing.

the disply on the pack shows 10. if it is detonated, it instantly says 00 and goes off. if the explosive is disarmed by sitching weapons, the display goes blank (so the keen eyed are not fooled). imagine getting out of a warthog, and suddenly seeing the explosive at 10. and suddenly the countdown starts and you @#% yourself in fear. you could also strategically put a mine on a narrow bridge, and a remote detonation would blast the enemy to rubble.

the problem is if it would work. because i would love to make a map called Shaft, where you have to strategically hold sections of bridge, with platforms in between aving a small base. but be carefull not to be blown into the forerunner shaft! it would make good use of grenades, assault weapons, C4, and perhaps your ingenious tripmine.

something i want to make sure doesn't happen with the C4 pack is that it becomes like the ColdSnap C4. it is not a third weapon you spawn with. it doesn't look like a fusion reactor when the timer goes off. and the explosion sohuldn't be much larger then, oh say, two rockets.

as for your tripmine explosion, how big are you going to make it? you could give it a tank explosion, and call it a lotus anti tank mine like from the books. i know that would do most vehicles justicew, and could take out a whole squad.

something you need to make sure of is the fact that it remembers who set it so that whoever set the trap gets the kill. or kills. heh heh heh.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 9, 2008 11:23 PM    Msg. 52 of 53       
Quote: --- Original message by: FoxtrotZero
that is not necesarily proximity, but its good that it works. i think it is because of the crappy (sorry) vehicle physics in halo. it has no regard to forward, reverse, or momentum. contact with a moving vehicle will cause damage, and going flying is determined by the physical force of the blunt object shattering your ribs : )

but the point is, a moving vehicle would cause damage. it is my understanding that you used a biped for the tripmine model. therefor vehicle hit mine, mine take damage, mine explode, vehicle die. how convienent. no, not covenant.

as for the C4 issue, as much as setting up your explosives with a button and detonating them all at once sounds good, i think it would have sync-ing issues. is it possible to make it so you use one, the physical model sticks. one ammo is deducted, your view is switched to a detonator, another trigger pull sets it off, and you are returned to holding explosives.

it is possible for the model others see to hold a detonator and an explosive at all times, while for the player's view, the detonator and the explosive is just kind of, one brought up or another.

as for function, left click throws a remote explosive, right sets on a ten second timer. with the detonator out, left click sets it off, right click sets remotely (awesome) on a ten second timer to be forgotten. if you melee, you punch out with the detonator in your fist, and if you switch weapons with a detonator out, you don't get to set it off, you don't get the ammo back, and the model sits for thirty seconds before disapearing.

the disply on the pack shows 10. if it is detonated, it instantly says 00 and goes off. if the explosive is disarmed by sitching weapons, the display goes blank (so the keen eyed are not fooled). imagine getting out of a warthog, and suddenly seeing the explosive at 10. and suddenly the countdown starts and you @#% yourself in fear. you could also strategically put a mine on a narrow bridge, and a remote detonation would blast the enemy to rubble.

the problem is if it would work. because i would love to make a map called Shaft, where you have to strategically hold sections of bridge, with platforms in between aving a small base. but be carefull not to be blown into the forerunner shaft! it would make good use of grenades, assault weapons, C4, and perhaps your ingenious tripmine.

something i want to make sure doesn't happen with the C4 pack is that it becomes like the ColdSnap C4. it is not a third weapon you spawn with. it doesn't look like a fusion reactor when the timer goes off. and the explosion sohuldn't be much larger then, oh say, two rockets.

as for your tripmine explosion, how big are you going to make it? you could give it a tank explosion, and call it a lotus anti tank mine like from the books. i know that would do most vehicles justicew, and could take out a whole squad.

something you need to make sure of is the fact that it remembers who set it so that whoever set the trap gets the kill. or kills. heh heh heh.


um yeah, nice type. but i dont understand wat u r saying


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Aug 10, 2008 04:11 AM    Msg. 53 of 53       
Quote: --- Original message by: Advancebo
Quote: --- Original message by: FoxtrotZero
that is not necesarily proximity, but its good that it works. i think it is because of the crappy (sorry) vehicle physics in halo. it has no regard to forward, reverse, or momentum. contact with a moving vehicle will cause damage, and going flying is determined by the physical force of the blunt object shattering your ribs : )

but the point is, a moving vehicle would cause damage. it is my understanding that you used a biped for the tripmine model. therefor vehicle hit mine, mine take damage, mine explode, vehicle die. how convienent. no, not covenant.

as for the C4 issue, as much as setting up your explosives with a button and detonating them all at once sounds good, i think it would have sync-ing issues. is it possible to make it so you use one, the physical model sticks. one ammo is deducted, your view is switched to a detonator, another trigger pull sets it off, and you are returned to holding explosives.

it is possible for the model others see to hold a detonator and an explosive at all times, while for the player's view, the detonator and the explosive is just kind of, one brought up or another.

as for function, left click throws a remote explosive, right sets on a ten second timer. with the detonator out, left click sets it off, right click sets remotely (awesome) on a ten second timer to be forgotten. if you melee, you punch out with the detonator in your fist, and if you switch weapons with a detonator out, you don't get to set it off, you don't get the ammo back, and the model sits for thirty seconds before disapearing.

the disply on the pack shows 10. if it is detonated, it instantly says 00 and goes off. if the explosive is disarmed by sitching weapons, the display goes blank (so the keen eyed are not fooled). imagine getting out of a warthog, and suddenly seeing the explosive at 10. and suddenly the countdown starts and you @#% yourself in fear. you could also strategically put a mine on a narrow bridge, and a remote detonation would blast the enemy to rubble.

the problem is if it would work. because i would love to make a map called Shaft, where you have to strategically hold sections of bridge, with platforms in between aving a small base. but be carefull not to be blown into the forerunner shaft! it would make good use of grenades, assault weapons, C4, and perhaps your ingenious tripmine.

something i want to make sure doesn't happen with the C4 pack is that it becomes like the ColdSnap C4. it is not a third weapon you spawn with. it doesn't look like a fusion reactor when the timer goes off. and the explosion sohuldn't be much larger then, oh say, two rockets.

as for your tripmine explosion, how big are you going to make it? you could give it a tank explosion, and call it a lotus anti tank mine like from the books. i know that would do most vehicles justicew, and could take out a whole squad.

something you need to make sure of is the fact that it remembers who set it so that whoever set the trap gets the kill. or kills. heh heh heh.


um yeah, nice type. but i dont understand wat u r saying


You always type a lot, don't you?

Anyway, still testing with the mine, though I can't seem to get the footsteps to deal damage, though vehicles driving over workes...ish

 
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