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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Force

Author Topic: Force (8 messages, Page 1 of 1)
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Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 10, 2008 04:19 AM    Msg. 1 of 8       
How does one add force to a projectile? I knew how to do it easily enough in HMT/HHT, but there must be a way to do it in guerilla, such as editing the damage_effect, but without increasing the damage.

Any help?

Thanks


Advancebo
Joined: Jan 14, 2008


Posted: Sep 10, 2008 06:55 AM    Msg. 2 of 8       
force as in?


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 10, 2008 06:58 AM    Msg. 3 of 8       
You hit something and it reacts to it, say, you shoot a warthog and it goes flying, how far is depended on how much force is added.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Sep 10, 2008 03:36 PM    Msg. 4 of 8       
It's the value "instantaneous acceleration" under "damage" in the damage_effect tag.


Matooba
Joined: Dec 26, 2005

Crust on Halomaps! :)


Posted: Sep 10, 2008 11:04 PM    Msg. 5 of 8       
Ok, so open "yourweapon.weapon for the weapon your using.

Look for the projectile,

Open Projectile,
find its detonation/effect and open that,

Now scroll down to parts,
go through the selection box at its head till you see one with a type of danage_effect,

Open thats location,

Now adjust the instantaneous acceleration to a bigger number for your force.

Have fun man..
Glad to help, but im not much on this forum for help, I have my own site to tend too.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Sep 10, 2008 11:20 PM    Msg. 6 of 8       
Wow, man. wow. That was tremendosly helpful. I know know that a type of grenade i was going to make is now possible.

The idea is that it adheres to the first surface it touches. Period. A set amount of time after it adheres, it will blow apart with a slight flash. It will have a conciderable larger radius than a frag, and any shields within this radius are instantly disabled. no shields. this includes overshields. additionally, any Active Camoflauge powerups used will be deactivated. Its great for storming, oh, say, a flag room. But it will affect anyone and everyone, so be careful that none of your allies are caught in the discharge. A couple of follow-up frags might completely clear a room. but one must be careful not to miss (hitting a close wall could affect YOU). Additionally, opponets could use the same weapon as a defence, weakening attackers, provided with quick responce.

I thought it is a great idea.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Sep 11, 2008 03:03 AM    Msg. 7 of 8       
Wow, thanks Matooba, helps a lot.

@ Foxtrot, interesting idea, it'll create interesting gameplay ingame.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Sep 13, 2008 10:50 PM    Msg. 8 of 8       
thanks. its because my maps wll entirely lack covenant presence. no covenant weapons. the guns also won't be strewn all over maps, but at bases. and with dead bodies. like coldsnap. the only weapons on map are the shotguns. in the red flag room, if you didn't know.

It also works nicely, because i am going to make a Troop Transport Hog (like a prototype. Extended chassis. It will have a third axle. Then i will make the middle axle "dumb" it will animate but not be part of the drive system, and then chopping off the bottom of the collision model for that wheel means that it won't caus friction on the ground that would drag it.

I just design for the UNSC Way better that the covenant. I mean to begin with, most UNSC vehicles use primarily 30 and 45 degree angles. but the covenants is rounded and that can make things hard.

 

 
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