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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »vehicle hijacking

Author Topic: vehicle hijacking (12 messages, Page 1 of 1)
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er449
Joined: Mar 28, 2007


Posted: Feb 20, 2010 11:15 AM    Msg. 1 of 12       
The content of this post has been deleted. Sorry for the inconvenience.
Edited by er449 on Sep 18, 2012 at 01:26 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 20, 2010 11:28 AM    Msg. 2 of 12       
Bungie, CMT, Zteam, HDoan, and a lot more, I believe.


er449
Joined: Mar 28, 2007


Posted: Feb 20, 2010 11:50 AM    Msg. 3 of 12       
The content of this post has been deleted. Sorry for the inconvenience.
Edited by er449 on Sep 18, 2012 at 01:26 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 20, 2010 12:16 PM    Msg. 4 of 12       
Oh, I'm sorry, I misread your post. There are two ways to do this:

1) An invisible seat on the vehicle. The only disadvantages to this is that two people on different teams must share the same vehicle.

2) Two invisible bipeds attached to the vehicle to detect whether a player is near. Display HUD message. Player test action to detect whether the player actually hits the action key. Disable HUD message; commence boarding.


er449
Joined: Mar 28, 2007


Posted: Feb 20, 2010 01:44 PM    Msg. 5 of 12       
The content of this post has been deleted. Sorry for the inconvenience.
Edited by er449 on Sep 18, 2012 at 01:26 AM


UnevenElefant5
Joined: May 3, 2008

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


Posted: Feb 20, 2010 09:52 PM    Msg. 6 of 12       
It's basically like this.
You have a vehicle (I'll use ghost as an example)
On this vehicle, you have an invisible seat for which the enter animation is the animation of a spartan boarding the vehicle. This seat is "not valid without driver" meaning it can only be entered when someone is already driving. You will also have a continuous script that checks whether anyone is in this seat. If a player enters this seat, the script will sleep a little bit, so that you can time it right, and after it sleeps, it will eject the original driver, then immediately load the boarder into the same seat the original driver was just ejected from. It won't sync online, and you'll need the multi team vehicle's app though, because by default people on different teams can't enter the same vehicle (I mean AI teams like covenant, human, player, etc, not red or blue). This will only work for a player also, you can't get AI to board the player's vehicle.


er449
Joined: Mar 28, 2007


Posted: Feb 21, 2010 09:41 AM    Msg. 7 of 12       
The content of this post has been deleted. Sorry for the inconvenience.
Edited by er449 on Sep 18, 2012 at 01:26 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 21, 2010 11:00 AM    Msg. 8 of 12       
Object_can_see_object, or something like that to detect whether or not the player is near. I never really messed around with attaching two bipeds to objects, but according to Kirby, it creates a portable trigger volume. Once they can detect whether a player is near or not, then you can execute the boarding, which is essentially the easy part.


er449
Joined: Mar 28, 2007


Posted: Feb 21, 2010 12:56 PM    Msg. 9 of 12       
The content of this post has been deleted. Sorry for the inconvenience.
Edited by er449 on Sep 18, 2012 at 01:27 AM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 21, 2010 12:58 PM    Msg. 10 of 12       
It simulates a trigger volume, as the player needs to be within a certain distance in order to be seen by both the bipeds.


barrettrouton
Joined: Nov 15, 2008


Posted: Feb 22, 2010 08:30 PM    Msg. 11 of 12       
About this "multi team vehicle app" Any idea where I get it?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Feb 22, 2010 09:53 PM    Msg. 12 of 12       
IGM's MTV but i think it only works on 1.08

 

 
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