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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Automated defense.

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Author Topic: Automated defense. (56 messages, Page 2 of 2)
Moderators: Dennis

Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 19, 2010 10:36 PM    Msg. 36 of 56       
but the ai would have to be rigged correct


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 19, 2010 10:41 PM    Msg. 37 of 56       
Is that a problem? Worst comes to worst, just use a vehicle with a built in gunner, like I said on the previous page.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 19, 2010 10:43 PM    Msg. 38 of 56       
I tried that got bored with it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 19, 2010 10:53 PM    Msg. 39 of 56       
Because everyone who makes automated turrets is entitled for fun.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 19, 2010 10:56 PM    Msg. 40 of 56       
yep. btw gamma is this true
Quote: Đậŗķ_ñęðň: heh, gamma is leaving


Dark Neon
Joined: Jun 8, 2009


Posted: Jan 19, 2010 11:11 PM    Msg. 41 of 56       
I read that a few weeks ago. Soo... :/


Codebrain
Joined: Sep 29, 2007

/meme


Posted: Jan 19, 2010 11:18 PM    Msg. 42 of 56       
Both my and CMT's Pelican turrets are created the same way.

CMT modeled the actual rocket pod piece, set it up as a biped (with the only animation being "stand fixed idle", and the collision is the same as the model), make seats according to where the rocket pod AI would "sit", then apply the correct flags for them. Finally you just make it so the seats are used by a AI gunner (its in the vehicle tag, right below Seats)

Thats about it. My phantom does it the same way.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 19, 2010 11:21 PM    Msg. 43 of 56       
Quote: --- Original message by: Hydrogen
yep. btw gamma is this true
Quote: Đậŗķ_ñęðň: heh, gamma is leaving


Dark Neon speaks the truth.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jan 19, 2010 11:26 PM    Msg. 44 of 56       
Quote: --- Original message by: Gamma927
Quote: --- Original message by: Hydrogen
yep. btw gamma is this true
Quote: Đậŗķ_ñęðň: heh, gamma is leaving


Dark Neon speaks the truth.
To what engine?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2010 12:10 AM    Msg. 45 of 56       
I'm not leaving CE modding, I'm just leaving the community. I'll still do work over xfire for those that need it.

And maybe some RTS game engine >.>


Slayer117
Joined: Oct 3, 2008

Host of CE3 2010-forever!


Posted: Jan 20, 2010 01:11 AM    Msg. 46 of 56       
yeah dont levae xfire cause we still need to do that griffball arena map.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jan 20, 2010 01:42 AM    Msg. 47 of 56       
Quote: --- Original message by: Gamma927
I'm not leaving CE modding, I'm just leaving the community. I'll still do work over xfire for those that need it.

And maybe some RTS game engine >.>

Gee, I wonder what engine that might be.


Mysterion
Joined: Aug 9, 2008

Nice shot, but too bad your @$$ just got SACKED!!!


Posted: Jan 20, 2010 01:57 AM    Msg. 48 of 56       
Don't leave the community Gamma, you have so much to offer in the realm of knowledge and advice for HaloCE...


olly12345
Joined: Jul 30, 2008


Posted: Jan 20, 2010 06:37 AM    Msg. 49 of 56       
Quote: --- Original message by: Gamma927
I'm not leaving CE modding, I'm just leaving the community. I'll still do work over xfire for those that need it.

And maybe some RTS game engine >.>

Well if your going to choose an RTS thats easily modifiable the Star Wars: Empire at War is a good one. sure the graphics are pretty old but it's an ALMOST opensourced game as in you can modify almost anything not coded into the engine itself.

Sucks to hear you're leaving though.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Jan 20, 2010 10:35 AM    Msg. 50 of 56       
hey
hey
hey Gamma
leave and go mod the blam! engine
:B


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 20, 2010 11:30 AM    Msg. 51 of 56       
This thread isn't titled "z0mg Gamma r gunna leave", is it? I never put a date for when I'm leaving. Until then, lets pretend that never happened (Third time I've said that this week >_<)


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Jan 22, 2010 09:46 AM    Msg. 52 of 56       
Quote: --- Original message by: Xel

Quote: --- Original message by: Gamma927
This thread isn't titled "z0mg Gamma r gunna leave", is it? I never put a date for when I'm leaving. Until then, lets pretend that never happened (Third time I've said that this week >_<)


At first i was going to make a thread, then i thought "...poor Dennis..." and i let it be...so i r maturrr guy nau eh?

E: nvm http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=30465
Edited by Xel on Jan 20, 2010 at 11:50 AM
Aw, Dennis deleted it... z0mg Gamma r gunna leave... nao wut we lost ti we lost ti

Anyway, Icepheonix, Gamma's leaving so your post was pointless, thus nullifying the point of mine own post.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 23, 2010 12:10 PM    Msg. 53 of 56       
Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: Gamma927
What heavy tank chaingun-like mechanism...?

there's a vehicle called the Heavy Tank (or Scorpion, i forgot).
it has 4 main cannons, smoke grenades, rockets, and chainguns which are unique as in they don't fire according to whether you're pressing the assigned key (Q) or not, but rather are toggled on/off when you press it (Q).

would it be possible to use this mechanism to create a turret which can be toggled on/off via a switch somewhere? it wouldn't be able to move, but at least it does something without any players having to operate it (apart from turning it on)


I could do something similar with scripts. To make the turret fire, however, it'd still have to be an AI, unless it's player controlled.


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jan 23, 2010 09:00 PM    Msg. 54 of 56       
Practical application for my open sauce.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 24, 2010 05:48 PM    Msg. 55 of 56       
I remember there was a map, i forget which, where, inside the ship, there was a proximity activated door.

If someone was close enough, it would visually open, but the collision would only change for your system, which meant it worked fine.

If you could get the gun to visually sync, it would only have to fire at the player on his own system.

Seeing as how player locations and deaths are synced, the player being killed by the turret would sync, and which target the turret picks should always be the same (unless you try to get complex with it).

Unless i'm in over my head, this should allow for a realistic enough system with few enough glitches. As for destroying it, i'm not sure if you could get that to work on a MP map.


Cocaine
Joined: Mar 2, 2009

Can't stop napping.


Posted: Jan 26, 2010 06:11 AM    Msg. 56 of 56       
The destroyed vehicles do not sync. They will just be unable to be used , the wreckage and debris can't be seen by players other than the one who destroyed it.

 
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