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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Hey halomaps is there a way to fix the hunters aiming disability???

Author Topic: Hey halomaps is there a way to fix the hunters aiming disability??? (9 messages, Page 1 of 1)
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DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: May 13, 2009 11:34 PM    Msg. 1 of 9       
Well I made a new bitmap similar to the H2 beam and it looks good... but the hunters orginal aiming offset sucks LOL he always shoots to the left or right of the target he only hits something if they walk into the beam...


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 14, 2009 01:45 AM    Msg. 2 of 9       
change the lead. they're programmed to lead their shots since it was a slow moving explosive arced projectile


MissingSpartan7
Joined: Feb 19, 2009

I abandoned this forum a long time ago...


Posted: May 14, 2009 04:59 AM    Msg. 3 of 9       
i agree with donut, that should work
and can you stop with the "hey halomaps", its getting a little irritating plus you've been in the community a bit now -we're not concerned, so long as we know you've been around a bit


lil_bankhead
Joined: Dec 12, 2008

What you look'n at huh? I'll bit ya!


Posted: May 14, 2009 09:42 AM    Msg. 4 of 9       
I think you have to neither go to the projectile or damage effect for the explosive but try projectile first, just scroll down and stop when you see "Donate" or something like that and get rid of the explosive because if you don't and the hunter fire the fuel rod then the game will lag and most likely the computer will crash\freeze because I had that happen on mine and turn off the charge time and if you have the BR tags go to .weapons where you can turn off the charging and copy the spew time on the br and phase it on the hunter fuel rod :) ooh I forgot since I told you about the charge and spew you can use it for hunter to shoot multiple projectile but also scroll up on the .weapons tags and stop when they say something about "AI use balist(idk how to spell it sorry) aim" or something like that if it not there, then it should be in the Hunter.Actor_Varaint tags

Sorry for bad English
Edited by lil_bankhead on May 14, 2009 at 10:19 AM


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: May 14, 2009 01:26 PM    Msg. 5 of 9       
Hey were's the lead idea donut was talking about where's that???


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: May 14, 2009 04:23 PM    Msg. 6 of 9       
Quote: --- Original message by: DarkLord0912
Hey were's the lead idea donut was talking about where's that???

its either in the biped actor, or the actor variant, and im putting my money that its in the actor variant
Edited by Donut on May 14, 2009 at 04:23 PM


CrossFade
Joined: Jul 20, 2008

Karrde's awesome brother.


Posted: May 14, 2009 04:38 PM    Msg. 7 of 9       
Quote: --- Original message by: Donut

Quote: --- Original message by: DarkLord0912
Hey were's the lead idea donut was talking about where's that???

its either in the biped actor, or the actor variant, and im putting my money that its in the actor variant
Edited by Donut on May 14, 2009 at 04:23 PM
I would like to see this money.


DarkLord0912
Joined: Jan 17, 2009

Works on bigger and better things


Posted: May 14, 2009 07:07 PM    Msg. 8 of 9       
Do u mean target leading under the actor variant tag??? If so I put a 1 there and he predicts ur movement alot better but if u stand still he doesnt shoot u he still misse's everytime???


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: May 14, 2009 09:28 PM    Msg. 9 of 9       
There's a few fields in the actor_varient that purposely mess up the aiming of AI in some way so that they're not ridiculously perfect and unbeatable.

But, I just loaded up the default hunter.actor_varient tag, and all of the values that would interfere with the aiming are set to 0, meaning that he should be hitting you square in the chest. At least, when you're not moving he should be.

Either way though, your actor_varient might have changed, so check all of these fields in that tag and make sure they're "0". I'll add descriptions just so you have an idea what they do for future reference.

If they all turn out to be 0, then all I can say is it's not the actor_varient tag:

Projectile Error - random aiming error added to every projectile fired in degrees

Burst Origin Radius - how far away horizontally (randomly picks left or right) the aim is initially from the target at the beginning of a burst, in world units

Burst Origin Angle - how far off vertically (randomly picks up or down) the aim is initially from the target at the beginning of a burst, in degrees

Burst Return Length - how far to transition the aim horizontally in the opposite direction back to the target by the end of the burst, in world units.

It could be less than the burst origin radius, meaning the burst never actually hits the target (stupid), or it could be more than the radius, meaning the burst sweeps past the target, most likely hitting it (ideal).

Burst Return Angle - how far to transition the aim vertically in the opposite direction back to the target by the end of the burst, in degrees.

Same thing as the Return Length, but vertical and in degrees.

 

 
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