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Author Topic: mines (17 messages, Page 1 of 1)
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UnevenElefant5
Joined: May 3, 2008

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


Posted: May 17, 2009 12:33 PM    Msg. 1 of 17       
I'm making a mine layer weapon, and I want the mines to detonate when a player gets close. I was thinking that I could just make a bigger collision geometry and when it touches a player it explodes. Would that work?
Oh, and don't suggest making the projectiles explode after a certain amount of time, that's not what I want.


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: May 17, 2009 01:02 PM    Msg. 2 of 17       
I know its possible, I saw a video of it once, but I'm pretty sure it can only be accomplished through scripting.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 17, 2009 01:09 PM    Msg. 3 of 17       
I don't think you need scripting, as long as you can set a collision geometry for projectiles. Or would they not be projectiles?


UnevenElefant5
Joined: May 3, 2008

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


Posted: May 17, 2009 01:27 PM    Msg. 4 of 17       
Yes, they're projectiles, so would a bigger collision geometry help? They other way would be to make an explosion effect when a player enters a trigger volume surrounding the mine, but then they would have to be scenery and not moveable. This gun is for MP so that wouldn't really work so well.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 17, 2009 02:03 PM    Msg. 5 of 17       
Yea, I think a bigger collision geometry would work. I managed to use the warthogs collision on a mongoose, and it had nice invisible areas.


MissingSpartan7
Joined: Feb 19, 2009

I abandoned this forum a long time ago...


Posted: May 19, 2009 01:58 AM    Msg. 6 of 17       
theres a mine layer in blood_creek_rc2
-yes the mines explode when you run them over and sometimes when you walk


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 19, 2009 03:27 AM    Msg. 7 of 17       
Another method could be an attachment which fires out projectiles constantly and if they hit the cyborg materials, it would explode.


UnevenElefant5
Joined: May 3, 2008

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


Posted: May 20, 2009 12:39 AM    Msg. 8 of 17       
Quote: --- Original message by: Mythril
Another method could be an attachment which fires out projectiles constantly and if they hit the cyborg materials, it would explode.

How would I get it to fire constantly?


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 20, 2009 07:25 AM    Msg. 9 of 17       
I think you set the Delay time in the Event to a small number, such as 0.5 or 1 second. That's the way it works with particles :\


UnevenElefant5
Joined: May 3, 2008

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


Posted: May 20, 2009 09:46 AM    Msg. 10 of 17       
Ok, and to get it to fire out projectile in all 360 degrees, how would I do that? Sorry, I haven't messed with effects much before.


NapalM
Joined: Jul 8, 2007

keke


Posted: May 20, 2009 03:42 PM    Msg. 11 of 17       
Quote: --- Original message by: UnevenElefant5
Ok, and to get it to fire out projectile in all 360 degrees, how would I do that? Sorry, I haven't messed with effects much before.

In the "parts" section of the effect, change the velocity cone angle to any number between 0 and 360.

I'm not even sure if this is the way your doing it with an explosion effect but you get it.

WTF no strikethrough! anyways.

The most efficient way to do it would be to make the projectile be a mine with a fire effect coming off of it.

Why did I say fire effect, just make a.. explosion radius? damage effect? MAJOR DOWNS MOMENT coming off of it.
Edited by NapalM on May 20, 2009 at 03:45 PM
Edited by NapalM on May 20, 2009 at 03:47 PM


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: May 20, 2009 03:49 PM    Msg. 12 of 17       
Quote: --- Original message by: NapalM

Quote: --- Original message by: UnevenElefant5
Ok, and to get it to fire out projectile in all 360 degrees, how would I do that? Sorry, I haven't messed with effects much before.

In the "parts" section of the effect, change the velocity cone angle to any number between 0 and 360.

I'm not even sure if this is the way your doing it with an explosion effect but you get it.

WTF no strikethrough! anyways.

The most efficient way to do it would be to make the projectile be a mine with a fire effect coming off of it.

Why did I say fire effect, just make a.. explosion radius? damage effect? MAJOR DOWNS MOMENT coming off of it.
Edited by NapalM on May 20, 2009 at 03:45 PM
Edited by NapalM on May 20, 2009 at 03:47 PM

no, put the angular velocity from 0 - 360.


NapalM
Joined: Jul 8, 2007

keke


Posted: May 20, 2009 03:57 PM    Msg. 13 of 17       
Yes, but that would be a crappy way to do it.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 21, 2009 03:54 AM    Msg. 14 of 17       
Velocity Cone Angle should be 360 for a 360 fire, or 180 which is preferable for this situation.

Assuming this is the same as particles of course though :|


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: May 21, 2009 12:59 PM    Msg. 15 of 17       
angular velocity is better.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 22, 2009 06:40 AM    Msg. 16 of 17       
Angular velocity is the speed if I'm not mistaken.

Wait, isn't angular velocity the speed it rotates?
Edited by Mythril on May 22, 2009 at 06:43 AM


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: May 22, 2009 12:15 PM    Msg. 17 of 17       
don't know, but on my lightning, it seemed to have more effect on the angle than velocity cone.

 

 
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