
MoooseGuy
Joined: Aug 10, 2008
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Posted: Sep 15, 2010 02:21 PM
Msg. 1 of 20
Try looking to see if globals references a shader tag for active camo. I think it's an effect tag tho, not sure.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Sep 15, 2010 03:24 PM
Msg. 2 of 20
I remember the only way to make this, is an actor variant with active camo
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 15, 2010 04:34 PM
Msg. 3 of 20
Quote: --- Original message by: MoooseGuy Try looking to see if globals references a shader tag for active camo. I think it's an effect tag tho, not sure. Its not a shader. You need an actor varient.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Sep 15, 2010 06:20 PM
Msg. 4 of 20
In globals, there's a bitmap that you can reference to be the camo's bump map, but as for a shader, none that I've seen. Use the actor variant thing though, that should work.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 21, 2010 08:37 PM
Msg. 5 of 20
Quote: --- Original message by: halo_life I dont understand how?
Do I spawn a ai somewhere and object_attach it to another?
Not sure how to set it up? Well, I don't know. What's the object? Let's use the example of a bubble shield. The BS weapon fires a projectile. The projectile immediately explodes. The explosion effect is the deploy effect. The effect has a tag entry that spawns a weapon. The weapon is the deployed shield, and you can't pick it up. Now, if you wanted a camouflaged BS, you need to add entry for a biped in the effect. A biped spawn, like the original BS's weapon spawn. This biped dies instantly. Do this with damage effects or health or something. There is an entry in the biped for 'spawned actor'. This is what the flood carriers do. Set this to be an actor_varient with camo, and looks/acts like a BS. Has no real collision. You'll also need to keep the weapon BS for the collision, but with no real model. That's how I would do it.
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 21, 2010 09:56 PM
Msg. 6 of 20
Quote: --- Original message by: SlappyThePirateQuote: --- Original message by: halo_life I dont understand how?
Do I spawn a ai somewhere and object_attach it to another?
Not sure how to set it up? Well, I don't know. What's the object? Let's use the example of a bubble shield. The BS weapon fires a projectile. The projectile immediately explodes. The explosion effect is the deploy effect.The effect has a tag entry that spawns a weapon. The weapon is the deployed shield, and you can't pick it up. Now, if you wanted a camouflaged BS, you need to add entry for a biped in the effect. A biped spawn, like the original BS's weapon spawn. This biped dies instantly. Do this with damage effects or health or something. There is an entry in the biped for 'spawned actor'. This is what the flood carriers do. Set this to be an actor_varient with camo, and looks/acts like a BS. Has no real collision. You'll also need to keep the weapon BS for the collision, but with no real model. That's how I would do it. or the firing effect can be the bubble spawn, duh.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 22, 2010 01:27 AM
Msg. 7 of 20
You could create a custom invincible biped with no animations, using the model and collision model of the desired scenery object. Then create an actor_varient tag with camo for it. ^^
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Advancebo
Joined: Jan 14, 2008
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Posted: Sep 22, 2010 06:14 AM
Msg. 8 of 20
bipeds always needs an animation, else they wont spawn.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 22, 2010 05:42 PM
Msg. 9 of 20
By none he means hardly any. Like how the actor I talked about needs hardly any collision. I think, though, you should make a spawning animation. Like it grows. As for firing effect, you COULD do that, but whatever. In retrospect, though, I think it makes sense to have the projectile fall straight down, and then detonate into the biped. That way it's on the ground.
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Sep 22, 2010 08:37 PM
Msg. 10 of 20
Quote: --- Original message by: SlappyThePirate This biped dies instantly. Do this with damage effects or health or something. There is an entry in the biped for 'spawned actor'. This is what the flood carriers do. Set this to be an actor_varient with camo, and looks/acts like a BS. Has no real collision. Are you sure this would work? Last time I tried to spawn an AI with a biped it would only spawn an AI if the biped itself already had an AI in it.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 23, 2010 03:50 PM
Msg. 11 of 20
Try it. Try placing a flood carrier biped, go ingame and blow it up. If it explodes and there are infections spawned, it will work. If not, then I don't think you can get this to work.
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Sep 23, 2010 04:06 PM
Msg. 12 of 20
Yeah I've done that before and it only worked once I attached an AI to it.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 23, 2010 05:24 PM
Msg. 13 of 20
Quote: --- Original message by: SeanTheLawn Yeah I've done that before and it only worked once I attached an AI to it. You mean, the infections only spawned if you attatched the named biped to the encounter?
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Sep 23, 2010 06:10 PM
Msg. 14 of 20
Correct. The carrier would only spawn Infection forms if:
1) It was originally spawned in an encounter
or
2) I used the ai_attach command on a pre-existing Carrier biped.
Because of this, you can't spawn AI using an effect with this exact method. Edited by SeanTheLawn on Sep 23, 2010 at 06:11 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 24, 2010 05:36 PM
Msg. 15 of 20
Well, then there is no way. Actor_varients are the only things that can have camo. Unless you script it so that the shield-actorv is attatched and detatched from the player firing it.
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Sep 24, 2010 05:40 PM
Msg. 16 of 20
Quote: --- Original message by: SlappyThePirate Well, then there is no way. Don't be so sure about that.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 25, 2010 08:14 AM
Msg. 17 of 20
Quote: --- Original message by: SeanTheLawnQuote: --- Original message by: SlappyThePirate Well, then there is no way. Don't be so sure about that. Um, what does that mean? I'm sure. Actor varients are the only way to have actual camo. You could script it like I said above.
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Sep 25, 2010 12:04 PM
Msg. 18 of 20
Actor variants are probably the only way, but just because that specific method doesn't work doesn't mean there's no way. I have another method which, although not 100% tested, I am positive should work.
E: Oh and it doesn't use scripting. Edited by SeanTheLawn on Sep 25, 2010 at 12:04 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 25, 2010 12:16 PM
Msg. 19 of 20
Quote: --- Original message by: SeanTheLawn
Actor variants are probably the only way, but just because that specific method doesn't work doesn't mean there's no way. I have another method which, although not 100% tested, I am positive should work.
E: Oh and it doesn't use scripting. Edited by SeanTheLawn on Sep 25, 2010 at 12:04 PM Well then, what the heck is it? You can't have camo on anything other than the player or actor varient. It's not an opinion that there's no way-- it's a fact.
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SeanTheLawn
Joined: Sep 4, 2007
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Posted: Sep 25, 2010 12:21 PM
Msg. 20 of 20
It DOES use an actor variant, I'm not disagreeing with you about that. I just want a proof of concept before I say how it's done.
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