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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Captain Keyes and Sgt. Jonson for map editing.

Author Topic: Captain Keyes and Sgt. Jonson for map editing. (10 messages, Page 1 of 1)
Moderators: Dennis

Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 19, 2009 06:00 PM    Msg. 1 of 10       
Where can i get Captain Keyes or Sgt. jonson to put on the map for combat. i mean do i download it or is it in a file when... (Just thinking) A30 Map Edit files.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Mar 19, 2009 06:20 PM    Msg. 2 of 10       
These would be rather hard to control in combat action tho since they don't control exactly like Masterchief.


Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 19, 2009 06:23 PM    Msg. 3 of 10       
I dont need them for combat PHISICALY. i need it for a map im NOW going to make from scratch. not from what i sait in the Privious
Topic http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=24923

but then i need to know how to set up so you ARE Sgt. Jonson


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 19, 2009 06:38 PM    Msg. 4 of 10       
Yeah, the thing with marines and other NPC's like Johnson and Keyes, is that they can't walk diagonally (at least not the marines). They can only move forward back and left to right. And when you get hit, you play a wound animation, which means you can't shoot for a little bit.


Gakatako
Joined: Mar 17, 2009

The guy with all the STUPID ideas'


Posted: Mar 19, 2009 06:44 PM    Msg. 5 of 10       
just adding to the chalange then. as long as Sgt. Davis can jump... but enough of this please and tell me where i can get them. Captain Keyez as an AI and Using Jonson as YOU. i gtg soon, at a library and going to work on the map asap.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 19, 2009 06:57 PM    Msg. 6 of 10       
You can get the captain from the Truth and Reconciliation, and 343 Guilty Spark (fatigues). Johnson is a normal marine, with a different permutation (can't remember which one)


delta49
Joined: Jan 23, 2007

I don't always make shaders..


Posted: Mar 19, 2009 06:58 PM    Msg. 7 of 10       
Quote: --- Original message by: UnevenElefant5
Yeah, the thing with marines and other NPC's like Johnson and Keyes, is that they can't walk diagonally (at least not the marines). They can only move forward back and left to right.


Chief does the same thing. In Halo 1 there is no 45 degree walking animation for any bipeds.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 19, 2009 07:18 PM    Msg. 8 of 10       
Quote: --- Original message by: Gamma927
You can get the captain from the Truth and Reconciliation, and 343 Guilty Spark (fatigues). Johnson is a normal marine, with a different permutation (can't remember which one)
100


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Mar 19, 2009 07:23 PM    Msg. 9 of 10       
Quote: --- Original message by: delta49
Quote: --- Original message by: UnevenElefant5
Yeah, the thing with marines and other NPC's like Johnson and Keyes, is that they can't walk diagonally (at least not the marines). They can only move forward back and left to right.


Chief does the same thing. In Halo 1 there is no 45 degree walking animation for any bipeds.

I know, the Chief can walk diagonally though. He looks like he is walking sideways, but he can walk at a 45 degree angle. What I am saying is that marines cannot walk at a 45 degree angle.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Mar 19, 2009 07:25 PM    Msg. 10 of 10       
Quote: --- Original message by: UnevenElefant5
Yeah, the thing with marines and other NPC's like Johnson and Keyes, is that they can't walk diagonally (at least not the marines). They can only move forward back and left to right. And when you get hit, you play a wound animation, which means you can't shoot for a little bit.


All of which can be fixed in the biped tag...

Check "uses player physics" in the flags under "$$$BIPED$$$". Gives the biped movement exactly like the player.

Set "hard ping interrupt time" and "soft ping interrupt time" to 0, which will stop the ping animations from affecting movement.

Set "grenade velocity" to 10, the same speed as the chief so it doesn't affect players' instinct aiming. But, if you want them to throw at the speed of the marines, then set it to 7.

Set all of these: "aiming velocity maximum, aiming acceleration maximum, casual aiming modifier, looking velocity maximum, looking acceleration maximum" to 0 so the aiming isn't affected by any limits.

And there you have a playable marine biped.

 

 
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