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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »AIRSTRIKE FTW!

Author Topic: AIRSTRIKE FTW! (25 messages, Page 1 of 1)
Moderators: Dennis

UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 29, 2009 10:53 PM    Msg. 1 of 25       
I was bored, Gamma wrote the basic script.
http://www.youtube.com/watch?v=NDAsLrL3xxQ
Still tweaking it. Need to change up the timing.


Advancebo
Joined: Jan 14, 2008


Posted: Mar 29, 2009 10:57 PM    Msg. 2 of 25       
So I am guessing its attached to the flashlight status?


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 29, 2009 10:59 PM    Msg. 3 of 25       
Yeah.
(script continuous bombs
(begin
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) true))
(sleep 25)
(effect_new effects\airstrike\fighter fighter)
(sleep 16)
(effect_new effects\airstrike\start bombs)
(sleep 900)
(sleep_until (= (unit_get_current_flashlight_state (unit (list_get (players) 0))) false))
)
)
Script is useless without the effects, which are the tricky part.


Advancebo
Joined: Jan 14, 2008


Posted: Mar 29, 2009 11:00 PM    Msg. 4 of 25       
Do a MAC cannon >:V


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Mar 29, 2009 11:19 PM    Msg. 5 of 25       
Nice to see it's not a nuke. Would it be possible to drop ODST's? Hit "Q" then have the ODST drop pods then spawn in the AI.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 29, 2009 11:24 PM    Msg. 6 of 25       
I did what? And @ Nexus, probably. If only I had ODST drop pod animated scenery, I could write a script for that.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 29, 2009 11:25 PM    Msg. 7 of 25       
Quote: --- Original message by: Gamma927
I did what? And @ Nexus, probably. If only I had ODST drop pod animated scenery, I could write a script for that.
'
I said you wrote the basic script.
All I did was make the effects and add the sleep commands.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Mar 30, 2009 12:02 AM    Msg. 8 of 25       
thats a preaty crappy script.. whats the point of having the latest player to join able to spawn an explosion at a set point every so often?... and the begin at the start of your script is slowing down its execution by 1/30th of a second

what you want to do is

(global short number 0)
(global short currentairstrike 0)
(global boolean activate false)

(script continuous airstrikeinitiate
(if (and (= (unit_get_current_flashlight_state (unit (list_get (players) NUMBER))) 1) (= active 0)
(begin
(unit_set_desired_flashlight_state (unit (list_get (players) NUMBER)) 0)
(set currentairstrike number)
(set activate 1)
))

(set number (+ number 1))
(if (= (> number 15) 1) (set number 0))
)
(script continuous airstrikepart2
(sleep_until (= activate 1) 1)
(object_create_anew fighterbomberscenery)
(objects_attach (unit (list_get (players) currentairstrike)) "body" fighterbomberscenery "newlycreatedmarkeraround100feetbelow")
(objects_detach (unit (list_get (players) currentairstrike)) fighterbomberscenery)
(scenery_animation_start fighterbomberscenery "scenery\fighterbomber\random flying animation" "swoop and bomb")
(sleep 60)
(effect_new_on_object_marker "scenery\fighterbomber\effects\nukespawn" figherbomberscenery "primary trigger")
(sleep 60)
(object_destroy fighterbomberscenery)
(set active 0)
)


and id suggest you add some form of ammo (a volume trigger or something that monitors who has picked up airstrikes, etc.) the animation is just the thing moving across the sky, the marker somewhere in the middle a few hundred feet below it (just so it doesnt fly threw montains) nad the animation to have it just glide threw.. make it so about 2 seconds into the animation, its like 30 feet ahead of where 0,0,0 (that would be above who called it in.. we dont wana bomb them, we wana bomb who evers infront of them) and then just have the map have nice montain walls so they dont see where it flys off to before it disapers, and when it flys in.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 30, 2009 12:14 AM    Msg. 9 of 25       
It was for SP. As I said, I was bored. Also, the fighterbomber is not a scenery. It's a projectile.


Advancebo
Joined: Jan 14, 2008


Posted: Mar 30, 2009 05:16 PM    Msg. 10 of 25       
Thats CAD, hes excellent at stuff like that. He just didnt have a longsword fly in and drop a bomb. The way CAD did it was like a MAC, but with missiles. And the beeping sound he has sounds like the Halo 3 Missile Pod sound. Extracted probably.


Advancebo
Joined: Jan 14, 2008


Posted: Mar 30, 2009 05:29 PM    Msg. 11 of 25       
um... what??


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 30, 2009 06:24 PM    Msg. 12 of 25       
Quote: --- Original message by: tank093

Make a weapon that looks like a radio (Army radio, hand held one) that calls in air strikes when you use the shoot button to put it simple.

Edited by tank093 on Mar 30, 2009 at 06:07 PM

I was going to to that for my Rods of God, but then I didn't.


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Mar 30, 2009 08:18 PM    Msg. 13 of 25       
Stop using that horrible name.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Mar 30, 2009 08:21 PM    Msg. 14 of 25       
Blame the United States Government for making up that name.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Mar 30, 2009 08:21 PM    Msg. 15 of 25       
Quote: --- Original message by: Karrde
Stop using that horrible name.

When you stop using that horrible AVI :p


Karrde
Joined: Jul 30, 2007

Power beyond containing


Posted: Mar 30, 2009 08:29 PM    Msg. 16 of 25       
As I said, It's taking over the forum.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Mar 30, 2009 11:02 PM    Msg. 17 of 25       
You should try making the flood pods like in Halo 3. The ones that break apart and release the parasite or the elites and marines.


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Mar 31, 2009 02:20 AM    Msg. 18 of 25       
Quote: --- Original message by: Nexus Halo
You should try making the flood pods like in Halo 3. The ones that break apart and release the parasite or the elites and marines.

ive had halo3 sincei it came out. and ive actually never seen the flood pod. Well ive seen flood come from the sky like in the last level. But i dont think Bungie even made a model for it. I think it was just a effect and flood spawned where it landed. Though do correct me if im wrong.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Mar 31, 2009 03:19 AM    Msg. 19 of 25       
Quote: --- Original message by: sierra117
Quote: --- Original message by: Nexus Halo
You should try making the flood pods like in Halo 3. The ones that break apart and release the parasite or the elites and marines.

ive had halo3 sincei it came out. and ive actually never seen the flood pod. Well ive seen flood come from the sky like in the last level. But i dont think Bungie even made a model for it. I think it was just a effect and flood spawned where it landed. Though do correct me if im wrong.


Your wrong.

http://halo.wikia.com/wiki/Flood_Dispersal_Pod


sierra117
Joined: Jan 10, 2008

If sex is good exercise, why are there fat sluts?


Posted: Mar 31, 2009 05:10 AM    Msg. 20 of 25       
Quote: --- Original message by: Nexus Halo
Quote: --- Original message by: sierra117
Quote: --- Original message by: Nexus Halo
You should try making the flood pods like in Halo 3. The ones that break apart and release the parasite or the elites and marines.

ive had halo3 sincei it came out. and ive actually never seen the flood pod. Well ive seen flood come from the sky like in the last level. But i dont think Bungie even made a model for it. I think it was just a effect and flood spawned where it landed. Though do correct me if im wrong.


Your wrong.

http://halo.wikia.com/wiki/Flood_Dispersal_Pod

O.o they look good. if i have time. I make a model of that. (untextured) and maybe do a public release. (thats if i make it.)


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Mar 31, 2009 08:59 PM    Msg. 21 of 25       
Quote: --- Original message by: lazygamer123
Quote: --- Original message by: UnevenElefant5
I was bored, Gamma wrote the basic script.
http://www.youtube.com/watch?v=NDAsLrL3xxQ
Still tweaking it. Need to change up the timing.


Some already beat Gamma there.
Video: http://www.youtube.com/watch?v=Ow4jE18dyNY&feature=related

I know its not that good as Gamma Airstrike.
Hammer of Dawn FTW!!!111


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 2, 2009 06:10 AM    Msg. 22 of 25       
Dang it, I was going to add an airstrike/Hammer of Dawn thing in my new level, where you have to somehow get the enemy vehicles into a large open area, and then press 'Q' at the right moment, then would trigger UNSC ships (converted into behicle tags, courtesty of Trepdation) running on recorded anims, and blow them up. Someone beat me to it >:(

Anyway, I saw the Longsword disappear at the end part, which made it not exactly good. Increase the length that the script sleeps before object_destroy. Also, I don't think that's the full script you used; it dosen't mention the Longsword at all.


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 2, 2009 06:13 AM    Msg. 23 of 25       
The longsword is a projectile, spawned in the effect. I think.


Polamee
Joined: Feb 25, 2008

MP2SPMT's founder


Posted: Apr 2, 2009 06:19 AM    Msg. 24 of 25       
Quote: --- Original message by: Mythril
The longsword is a projectile, spawned in the effect. I think.


0_o I did it with a vehicle running on recorded anims, and spawning the effect at a presice moment.

Actually, a good way to do it was to get an AI to drive it (like in DMT silent photographer) and switch the primary trigger to a bomb. Then use a command list and script to get the AI to move forward fire at a certain location. It is possible, however tedious. It will looks more realistic.


Nexus Halo
Joined: Feb 24, 2007

Halo's Dark Knight http://www.nexushalo.kk5.org/


Posted: Apr 2, 2009 07:44 PM    Msg. 25 of 25       
Quote: --- Original message by: Polamee
Dang it, I was going to add an airstrike/Hammer of Dawn thing in my new level, where you have to somehow get the enemy vehicles into a large open area, and then press 'Q' at the right moment, then would trigger UNSC ships (converted into behicle tags, courtesty of Trepdation) running on recorded anims, and blow them up. Someone beat me to it >:(

Anyway, I saw the Longsword disappear at the end part, which made it not exactly good. Increase the length that the script sleeps before object_destroy. Also, I don't think that's the full script you used; it dosen't mention the Longsword at all.


Why not just have the primary fire the red lazer then have the secondary fire actually shoot the rocket. That way it has ammo.

 

 
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