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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Player 0 as Specops Elite

Author Topic: Player 0 as Specops Elite (6 messages, Page 1 of 1)
Moderators: Dennis

Mysterion
Joined: Aug 9, 2008

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


Posted: Mar 28, 2010 03:41 PM    Msg. 1 of 6       
How do I set Player 0 to be a Specops Elite, and Player 1 to stay as a Spartan?


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 28, 2010 09:38 PM    Msg. 2 of 6       
Quote: --- Original message by: Mysterion
How do I set Player 0 to be a Specops Elite, and Player 1 to stay as a Spartan?
If I am understanding you correctly I don't believe you can in a multiplyer map. All "players" use the same model.


Mysterion
Joined: Aug 9, 2008

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


Posted: Mar 29, 2010 12:22 AM    Msg. 3 of 6       
I thought that there might be some way to possibly do this. Since one can "bump possess" in Devmode, could there be some way to script this to occur?

Thanks
Edited by Mysterion on Mar 29, 2010 at 12:40 AM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Mar 29, 2010 10:57 AM    Msg. 4 of 6       
Not really, Bump possission does not sync in multiplayer since it is a server side action. The game only uses a single biped model for the players and the team variations are just permutations of that single model. You can't script seperate models I know for sure and I don't think you can script the permutations, but on that I am not positive.


XlzQwerty1
Joined: Aug 6, 2009


Posted: Mar 29, 2010 05:57 PM    Msg. 5 of 6       
I have remembered that Kirby told me how to do this, you can ask him if you like.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Mar 30, 2010 09:48 PM    Msg. 6 of 6       
Quote: --- Original message by: XlzQwerty1
I have remembered that Kirby told me how to do this, you can ask him if you like.

you do know that most people know, right? just have multiple permutations in a biped (meaning you have to have both bipeds using the same bone system, animations, etc) and then you can always make team 0 spawn off map in a volume trigger, then a begin_random to make it pick a random point to apear at after its changed the permutation.

The way you make permutations is having multiple JMS files in the models folder when making the gbxmodel. the script stuff, basicly study the second script package I released on the site, there is one to spawn with random guns, basicly change the random gun part to the permutation, and keep the random spawning part.



Or, you can be lazy and try riding bipeds around (you'll have a bit of issues with this, because you dont have perfect control over the rode biped, but its alot easier.. but will probly piss off who ever is playing the map with the smaller range of control they would have)

 

 
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