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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »H3 bubbleshield and tripmine requested.

Author Topic: H3 bubbleshield and tripmine requested. (29 messages, Page 1 of 1)
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GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: May 28, 2010 05:51 PM    Msg. 1 of 29       
Hi
I'm looking for WORKING bubbleshield and tripmine tags. Anyone knows where to find those?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 28, 2010 06:42 PM    Msg. 2 of 29       
They have been developed, but they are currently only for private teams. I could explain how they work for you though, if you'd like.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: May 29, 2010 05:15 PM    Msg. 3 of 29       
why aren't they public? It is a community right?

well anyway I would like to know gamma. I know the tripmine sends out projectiles all around. that about all I know about their working in halo ce.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 29, 2010 05:51 PM    Msg. 4 of 29       
Trip mine, yes, fires out projectiles in a 360 arc around the model, which when impacts on cyborg, elite, grunt, marine, jackal, hunter, w/e, flesh, it'll detonate. The projectiles only have a very short range (0.5 to 1 world unit).


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 29, 2010 06:04 PM    Msg. 5 of 29       
Quote: --- Original message by: Niels
why aren't they public? It is a community right?


This is not, to say the least, the best community.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: May 29, 2010 06:15 PM    Msg. 6 of 29       
I think I got myself an bubbleshield! 100% complete! Only it acts like weapon, I tought a nade would be easyer. Meaning might put it under granades (right click) insteat of weapons (left click). Now the trip mine I haven't got. Can anyone help me make one? Anyone want's to model one? Anyone knows where to find one or an map that has one?


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: May 30, 2010 07:55 AM    Msg. 7 of 29       
I tought that would be a problem. Can't we script in more? like 4 different granades? Otherwise I leave it like this. And now only the tripmine remains missing. I know there are poeple who atleast started building one. I wouldn't be supprized if there where some around. Only, where?


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: May 31, 2010 02:59 AM    Msg. 8 of 29       
afaik, it's impossible to have 4 grenades, even with scripting. There are trip mines around, but most of them, as Gamma said, are private, or still WIP.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 31, 2010 10:05 AM    Msg. 9 of 29       
I could provide you with the model and textures, but I'd rather not release my animations, as they look extremely crappy and need to be redone. Mythie's the one who did the tagging, so I don't have that either.

http://www.xfire.com/video/2c6d7e/

Ignore the FP shield effect.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: May 31, 2010 11:48 AM    Msg. 10 of 29       
Man that looks GREAT!!! I just found an mine on halomaps that might even works but looks like crap. please share the model and textures whit me! I see what I can make whit it. PLEASE!


Edit:
I have been working on a mine and I just succesfully created one! Now i need or have to make are: a hud, animations, particle effect, model and textures

Please gamma provide me your good looking model and textures! Please please please?!
I try to animte it the hud wont be that hard I think particle effect... well, no idea how that works... I just see if I can make something up.
Edited by Niels on May 31, 2010 at 02:42 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: May 31, 2010 02:57 PM    Msg. 11 of 29       


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: May 31, 2010 03:31 PM    Msg. 12 of 29       
Thanks! I ve not gotten them to work yet maybe because i fail to make the collision model but I keep trying. Thanks Gamma!


Edit:
ahh missing the shaders!

h3\equipment\tripmine\shaders\tripmine

Could you please include shaders and collision-geometry for me? I've got a hard time making the collision out of the gbx model whit gbx model importer. Please freel free not to do it if you don't want to ^.^ You helped me a lot so I wouln'd bother. np
Edited by Niels on May 31, 2010 at 04:03 PM


aZn9ja37
Joined: Apr 13, 2010

....????!!!!!


Posted: May 31, 2010 07:31 PM    Msg. 13 of 29       
Quote: --- Original message by: Gamma927
I could provide you with the model and textures, but I'd rather not release my animations, as they look extremely crappy and need to be redone. Mythie's the one who did the tagging, so I don't have that either.

http://www.xfire.com/video/2c6d7e/

Ignore the FP shield effect.


i liked the halo reach shield hud


ThetianSoldier
Joined: May 15, 2010

Keyboard not found! Press any key to continue...


Posted: May 31, 2010 07:40 PM    Msg. 14 of 29       
Just make a new shader and put the bitmap in it.
DURR DEE DURRR


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jun 1, 2010 05:49 AM    Msg. 15 of 29       
Don't fall for Gamma's trap card, his collision sucks. Just make a box roughly the size of the trip mine and export it. Works much, much better, and will prevent much grief when tagging >>


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 1, 2010 10:04 AM    Msg. 16 of 29       
Are you sure sapien wont say the collision model doesn't matches the model? And any nodes? Not needed in the collision model?


EDIT:
Ah so far so good. The shader_model works. I saw the mine in game (only before pickup after isn't assignt to the new model yet) And the model looks good. The nitmap however could have a little more 'taste'. I see if I can do that myself. Also I will still work on the explosion itself. It looks like a ordenary frag granade. The hud depends on the hud of the map so that comes later. The string (during pickup) will also be made. The mine itself works GREAT! But that is the stuff I made myself...

Gamma Thanks for the awsome model!
Edited by Niels on Jun 1, 2010 at 10:34 AM



EDIT:
Ok everything works but there are some small bugs. The mine get's trown and ends up on it's side. kind of weird it looks like it's in the ground. It needs a turn of 90 degrees. I don't know hoew to do this whitout the .max file.
Edited by Niels on Jun 1, 2010 at 11:01 AM


Ok so the excact problem is that wen i trow the mine it ends up on it's side instead of it's buttom. It acts like a granade beïng trown only whit a granade you wouln't notice if it ends up upside down or on it's side. How do I change this angle? I tryed some stuff but I think it alter the wrong angle. Say the top of the mine in current situation points forwart and not up as it should. Now I altear the value 90 degrees it point right. Still not up.
Edited by Niels on Jun 1, 2010 at 11:46 AM


0000hhh n000 I just found out that the walk over the mine mechanism doesn't work. Meaning the biped can't tricker the mine. only explosions and vehicles can! I need to fix this aswell.
Edited by Niels on Jun 1, 2010 at 05:13 PM


-----------------------------


AHH Mitril you know excactly what problems I have now!

Quote: --- Original message by: Mythril
Quote: --- Original message by: TheQuagster
How about you make MC's footsteps do damage, lets say, 1 damage. Give the tripmine 1 health. Make other MC's invulnerable to MC steps, and It's basically, if someone walks on it, MC "damages" the trip mine, and therefore destroying it.

I'm not that experienced, but I used to mod trial and I know that MC's footsteps are changeable, and you can change how large the "footprint" is, so if someone's standing 3 feet from the tripmine, they can die.

I hope I helped anyone.

You know

That is quite a good idea.

I'm going to see if that's possible

EDIT:

Could you make MC's footsteps spawn a damage_effect?
Edited by Mythril on Aug 3, 2008 at 12:59 AM

EDIT 2:

I tried, it's not working.

I have a feeling I didn't do the trip mine health properly, I'll just keep on messing around

Also:

Is there any way I could make the trip mine stay face up when I throw it?

Currently, it goes in all random positions.

I've searched for a Z side faces up flag, but I can't find one.

Any ideas?

Edited by Mythril on Aug 3, 2008 at 01:22 AM


Did you ever solve these problems? I got all of this now.


http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=19540&start=1



Edited by Niels on Jun 1, 2010 at 05:50 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 1, 2010 06:32 PM    Msg. 17 of 29       
You don't want to use my collision, as technically, that's Mythril's collision :P

I haven't bothered learning to make collisions, which is why I mess with fp models.

As for the shaders, it's just a default shader referencing a bitmap, which explains why the model looks so crappy.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 1, 2010 08:14 PM    Msg. 18 of 29       
Er.... uh... you want me to tell you how to do collision? It's simply the model but with seamless geometry. JMS goes in the physics folder. Tool command is collision-geometry.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Jun 1, 2010 08:41 PM    Msg. 19 of 29       
Quote: --- Original message by: SlappyThePirate
Er.... uh... you want me to tell you how to do collision? It's simply the model but with seamless geometry. JMS goes in the physics folder. Tool command is collision-geometry.

Thank you very much kind sir!


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jun 2, 2010 03:19 AM    Msg. 20 of 29       
Wow, old posts when I used to type

like

this.

But, yes, I did.

My method was a projectile that detonated immediately after firing which spawned a .weapon that was unable to be picked up. A .garbage works as well.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 2, 2010 11:02 AM    Msg. 21 of 29       
Quote: --- Original message by: Mythril
Wow, old posts when I used to type

like

this.

But, yes, I did.

My method was a projectile that detonated immediately after firing which spawned a .weapon that was unable to be picked up. A .garbage works as well.


well thats not the problem, I spawn a senery by the way. But the explosinon wen walking over and the angle of the mine when placed somewhere are wrong.

I't simply dosnt explode when walking over so I tought make mc's foots damage the mine but I don't know how exactly to make it work. I want to prevent lag since this is for an multiplayer map.

The angle problem is the same as you dicribed in that old topic.


Edit:

I read an old topic whit my posts in it from when i just joined and I had a hard time to undertand what I meant when posting that. I fiquret it out. (I know miss spelled -.-)
This is that topic:
http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=31342

I sugessted the mine wouldn't disapear after killing and after a lot of angry people that didn't understand why that would be I turned out to be right. Now I understand exactly why I was right. They made a mine that killed by sending out projectiles. However I did my homework mutch better and concluded they missed something. The mine doesn't get distroyed.

So here comes how I made my mine basicly (Now all of you will probebly steal my ideas and make your own mines whit it. Please credit me if you do. Comeon man my idea.)

I don't make the mine kill anyone, I make someone kil the mine. And if the mine dies it explodes! HAHA So now I just need a way to make masterchiefs feet kill the mine (but the mine only, otherwise if you jump on someone he get's killed ^.^). Vehicles kill wen they drive over so that's done already nd granades do the same. You simply make it immune to bulleds and you got yourself a tripmine.

I hope you guys understand where I'm stucked now. Mc's feet aren't killing the mine ^.^. It's just an explosion attachment to his feet what I need, I tryed but it doesn't work. Also I'm afraight for lag whit this way of killing a mine. 16 people whit 2 feet make 32 explosions repeating in less than a second all the time.
Edited by Niels on Jun 2, 2010 at 11:40 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jun 2, 2010 04:50 PM    Msg. 22 of 29       
How about the trip mine contantly creates invisible explosive projectiles? The projectiles would not explode on imapct of the ground or itself, but would for the player. I believe you can set the damage/effect depending on the shader.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 2, 2010 05:42 PM    Msg. 23 of 29       
well that could work but still I've no clue how to make this. The good thing is this rules out lag problems as long as there are limited mines in the field.


Edit:
In the mean time I got mc's feet to explode. But there is a but ^.^ . They explode wile pressing q ^.^. Apearently masterchief's feet explode when artificial light kicks in ^.^.

I think it has to do whit the A out B out C out stuff in the attachment area of the mc biped tag. I don't know how to use these A out things. I saw whit the functions part that the A out difines flaslight B is something whit shield and C and D idk.

How should I make mc's feet of death explode while walking?
Edited by Niels on Jun 2, 2010 at 06:42 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jun 2, 2010 06:53 PM    Msg. 24 of 29       
Quote: --- Original message by: Niels
How should I make mc's feet of death explode while walking?
Edited by Niels on Jun 2, 2010 at 06:42 PM


http://hce.halomaps.org/index.cfm?fid=4795

Check this out.

Quote: --- Original message by: SlappyThePirate
How about the trip mine contantly creates invisible explosive projectiles? The projectiles would not explode on imapct of the ground or itself, but would for the player. I believe you can set the damage/effect depending on the shader.


This is the method which Mythril took.
Edited by Gamma927 on Jun 2, 2010 at 06:54 PM


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 2, 2010 07:24 PM    Msg. 25 of 29       
Quote: --- Original message by: Gamma927

Quote: --- Original message by: Niels
How should I make mc's feet of death explode while walking?
Edited by Niels on Jun 2, 2010 at 06:42 PM


http://hce.halomaps.org/index.cfm?fid=4795

Check this out.

Quote: --- Original message by: SlappyThePirate
How about the trip mine contantly creates invisible explosive projectiles? The projectiles would not explode on imapct of the ground or itself, but would for the player. I believe you can set the damage/effect depending on the shader.


This is the method which Mythril took.
Edited by Gamma927 on Jun 2, 2010 at 06:54 PM


already know about this it uses the exact same methode as I do. I did my homework I know about the army mine but it I need to know how to control the explosions on his feet. currently they went of while pressing q it should went of when walking. It's an effect btw. refering to a damage_effect.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jun 3, 2010 05:47 AM    Msg. 26 of 29       
As for your problem, under the Attachments section, in the feet attachments, make sure that the primary scale is set to "none", and it should be constant. Lag is not an issue, as an invisible explosion is just that- invisible. Nothing is being rendered.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 3, 2010 08:42 AM    Msg. 27 of 29       
It was none before but nothing happens at all when that's the case. No exploding feet.


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Jun 4, 2010 03:05 AM    Msg. 28 of 29       
Odd, I hate working with functions. Try testing it with different A, B, C or D outs.


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Jun 4, 2010 08:21 AM    Msg. 29 of 29       
Quote: --- Original message by: Mythril
Odd, I hate working with functions. Try testing it with different A, B, C or D outs.


I did. I can't get his feet to explode while he walks. I tested whit an other .damage_effect to be sure.

 

 
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