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Author Topic: Special Grenades? (36 messages, Page 1 of 2)
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FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 10:00 PM    Msg. 1 of 36       
I'm sure this has been covered before, but I had several ideas.

Is it possible to create an incindeary grenade? Upon detonation, it blasts Flamethrower projectiles everywhere and anything it hits, effectively with the same radius as the flamethrower's range, gets set aflame. Better graphics would be needed, though, to simulate an incindeary effect (And i can never tell when i've lit walls and floors on fire...)

The other question is if an EMP grenade is possible. Not so much like a Halo 3 power drainer, but more so a grenade you could toss a couple of into a flag room and, huzzah, the enemies in range are shieldless in a flash!

I'm beyond sure these are possible, but i want input from someone who knows what they're doing.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 25, 2010 10:13 PM    Msg. 2 of 36       
fire grenade is. but if you want to access the other 2 secret grenade types in halo ce engine you gonna have to have gamma or someone help you


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 10:15 PM    Msg. 3 of 36       
Secret Grenade Types?

If i recall from a few screenshots i've seen, its possible to have weapons only damage shields. That checkbox with some new effects turns a frag into an EMP, doesn't it?


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 25, 2010 10:17 PM    Msg. 4 of 36       
please define a EMP clearer for me. like a pwoer drainer or I think in your case (sheild zapper)


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 10:43 PM    Msg. 5 of 36       
Same thing.

Throw a grenade in the hole, and everyone in range suddenly has no shield when it goes off. If its possible, it would be good to be able to shut down vehicles, too.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Jan 25, 2010 10:46 PM    Msg. 6 of 36       
you can shutdwon vehicles by making the stun super high I think. but idk. ill come up with some crazy way to see if the EMP works


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 10:50 PM    Msg. 7 of 36       
I know there's a way to do it. The question is if it can be done without going insane or without breaking pretty much everything else.

Otherwise, the result is good. I don't CARE if its wired together with duct tape. Which would be odd, as duct tape does not conduct electricity....


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 25, 2010 11:08 PM    Msg. 8 of 36       
EMP grenade is possible. Maximum stun, as Hydrogen said, and make it shield sapping, with similar properties to the plasma pistol overcharged bolt.


Dark Neon
Joined: Jun 8, 2009


Posted: Jan 25, 2010 11:30 PM    Msg. 9 of 36       
Quote: --- Original message by: Hydrogen
fire grenade is. but if you want to access the other 2 secret grenade types in halo ce engine you gonna have to have gamma or someone help you

Wut. They are the 2 unknown grenade slots in some tag I was looking at. Grenades have to be in the globals.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 11:36 PM    Msg. 10 of 36       
I was actually thinking of an incindeary grenade as a replacement to a plasma grenade. The EMP was another idea too.

Are you saying its possible to have up to four grenades? And, that having been said, because i know someone was working on it, did anyone ever get anywhere with a bubble-shield like thing? As in, something you can walk through but not shoot through? I wouldn't care if grenades or vehicles went through, but that would be an interesting twist as well.


Dark Neon
Joined: Jun 8, 2009


Posted: Jan 25, 2010 11:43 PM    Msg. 11 of 36       
I think I worded that wrong... :/
The globals only allow 2 grenade types, you can add anymore in.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Jan 25, 2010 11:47 PM    Msg. 12 of 36       
Quote: --- Original message by: FoxtrotZero
And, that having been said, because i know someone was working on it, did anyone ever get anywhere with a bubble-shield like thing? As in, something you can walk through but not shoot through? I wouldn't care if grenades or vehicles went through, but that would be an interesting twist as well.


Yeah, I think the perfected bubble shield was a garbage tag. Projectiles collide with garbage but bipeds and vehicles don't.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 25, 2010 11:47 PM    Msg. 13 of 36       
I think you worded THAT wrong, is it or is it not possible to have more than two grenades? I mean, i've seen plenty of Halo 3 Styled huds, which included all four grenade types.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 25, 2010 11:57 PM    Msg. 14 of 36       
The extras are static elements.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 12:03 AM    Msg. 15 of 36       
Is everyone hellbent on not giving a straight answer?

Can I have more than two grenade types or not?


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Jan 26, 2010 09:28 AM    Msg. 16 of 36       
Quote: --- Original message by: FoxtrotZero
Is everyone hellbent on not giving a straight answer?

Can I have more than two grenade types or not?

technically no, but you can make them part of the weapon cycle where your weapon would be a grenade versus a gun.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 09:40 AM    Msg. 17 of 36       
Yea. And i've seen grenade launchers on weapons replace regular grenade types.

Okay then. So i've been told the EMP Grenade is possible, what about the Incindeary? I'm not planning on using an incindeary grenade, but it would be nice to concider.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 06:28 PM    Msg. 18 of 36       
Two types have been done. The kind I like, is the one that creates a blast of fire on impact. This doesn't chainspawn fire, and set everything near it on fire, which minimizes lag. There is also the chainspawn type, which is out there somewhere (CtrlAltDestroy's being the most notable).


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 08:23 PM    Msg. 19 of 36       
Well, the first one is just a splash grenade, which sounds pretty much just as good as it sets whatever it hits aflame.

The second one sounds better, but if its lagging that bad, it means he did something wrong. Probably turned it into a can of overkill.

Unless i am misinterpretting the word 'chainspawn'.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 08:58 PM    Msg. 20 of 36       
First one is essentially a "cloud of fire". Second one spawns fire things, which spawn fire things, which keep spawning fire things. They didn't lag too bad for me, but for beta testers for early builds of Firefight, several testers with bad computers complained about major lag. That's why I decided on the "cloud of fire".


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 10:19 PM    Msg. 21 of 36       
Well if the cloud of fire sets whatever it hits aflame and does not actually look like a cloud, thats what I'm looking for.

As for chainspawning fire grenades, i can't seem to even see the point.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 10:23 PM    Msg. 22 of 36       
To spawn fire everywhere so that the whole area is ablaze. BSPs don't catch fire of their own accord.

http://www.youtube.com/watch?v=DRrTiZuKxzU

Particles courtesy of Mythril. This video was taken on my old computer, where decals and stuff can't be shown, hence the lack of many beautiful details.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 10:35 PM    Msg. 23 of 36       
I saw that when i was looking through your videos.

The problem I have with that, is its like a contact grenade with a firey look. Notice how it doesn't set the grunts, floor, and wall aflame. I think what i am looking for is a compromise between what already exists.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 26, 2010 11:04 PM    Msg. 24 of 36       
Quote: --- Original message by: Gamma927
This video was taken on my old computer, where decals and stuff can't be shown, hence the lack of many beautiful details.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 26, 2010 11:49 PM    Msg. 25 of 36       
...So do you mean to say it IS lighting stuff on fire? I would have concidered fire essential to knowing, well, if you're on fire or not.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:04 AM    Msg. 26 of 36       
There is a reason why my old laptop is "my old laptop". Poor little thing. It was so young :(

Causing fire to spawn and attach to things is harder than you think, by the way. Think about the detonation effect. Once that effect goes off, I could spawn a multitude of flame projectiles, like the spike grenade. Each flame projectile would then attach to any surface, and hold a continuous effect of fire, which I shudder to even suggest, partially because I don't know whether it's possible (it's possible to attach effects, but continuous effects of fire?). Or, you could spawn the flamethrower flame, which I did do before, but that didn't work out well either. Caused major lag, and no results.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 12:10 AM    Msg. 27 of 36       
If the flamethrower flame is a projectile, what, per se, is the problem with firing off a few of them?

Rounds are fired off by the hundreds. Constantly. So I estimate Twenty Six flamethrower projectiles from a grenade (Doing mathematics on a sphere in my head is difficult to an extent, so that may be an off number) which should effectively set anything too close aflame. Combine this with a firey explosion particle system coming from the grenade and it looks realistic.

So stop me if you are doing it any differently, because if i'm not mistaken, that should be causing about as much lag as a flamethrower warthog with dynamic lights.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:29 AM    Msg. 28 of 36       
Poor Mythie lagged from 15 flamethrower projectiles (which is the number I originally had).


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 12:32 AM    Msg. 29 of 36       
Well, i suppose it wouldn't be too inefficent to design a new method, then. How about instead of throwing out projectiles, theres simply a fireball-explosion. Which IS the projectile. One projectile, and anything in its radius is aflame.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:34 AM    Msg. 30 of 36       
Yea, that's what I did with my "cloud of fire". The problem is, it doesn't cause things to get set on fire. The AI are set to the "flaming" state, but you can't SEE the fire.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 12:37 AM    Msg. 31 of 36       
Therefore, there is work to be done.

If they're on fire, how hard is it to add a flaming look. Not like the one already used, though, because they are crap.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:38 AM    Msg. 32 of 36       
Quote: --- Original message by: Gamma927
Causing fire to spawn and attach to things is harder than you think, by the way.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 12:41 AM    Msg. 33 of 36       
Yes, i'm bad at retaining those things. Take it easy, i'm new to this.

Its never easy, and i'm not asking you to do it, I want to know if it can be done, and how it is to be done (in a nutshell, i'm not even fully sure i'll tackle an incindeary grenade)


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 27, 2010 12:43 AM    Msg. 34 of 36       
Quote: --- Original message by: Gamma927
Think about the detonation effect. Once that effect goes off, I could spawn a multitude of flame projectiles, like the spike grenade. Each flame projectile would then attach to any surface, and hold a continuous effect of fire, which I shudder to even suggest, partially because I don't know whether it's possible (it's possible to attach effects, but continuous effects of fire?).


._.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 27, 2010 09:58 AM    Msg. 35 of 36       
Projectiles. What I mean is, the flamethrower caused whatever it touched to set aflame. Update its graphics and we can give the single explosion projectile from the grenade the same "Set @%#$ on fire" properties.

 
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