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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Reach Assasinations and Riding Ai's

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Author Topic: Reach Assasinations and Riding Ai's (53 messages, Page 2 of 2)
Moderators: Dennis

Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Dec 2, 2010 06:05 PM    Msg. 36 of 53       
Quote: --- Original message by: Skidrow925

I guess. If you can't call in a peli with a hog.
You're missing the point. Besides adding visual character to the level it also offers a different game dynamic. First you have to guess that you can actually ride them, then you have a one in four chance (or some other percentage) of actually picking one that is going the right way, and you have side encounters you can either engage, explore or bypass.

One of the things about Halo is the stunning environments, sure the Halo 1 game engine is old but look at Lumoria as an example; part of the allure of the level is exploring the environment or else you would just have AI battles on Bloodgulch. Adding a new element like being able to ride or interact with wildlife would add new gaming elements just as people have been hunting the quad wings or killing the major sentinel in Lumoria.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 2, 2010 06:11 PM    Msg. 37 of 53       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Skidrow925

I guess. If you can't call in a peli with a hog.
You're missing the point. Besides adding visual character to the level it also offers a different game dynamic. First you have to guess that you can actually ride them, then you have a one in four chance (or some other percentage) of actually picking one that is going the right way, and you have side encounters you can either engage, explore or bypass.

One of the things about Halo is the stunning environments, sure the Halo 1 game engine is old but look at Lumoria as an example; part of the allure of the level is exploring the environment or else you would just have AI battles on Bloodgulch. Adding a new element like being able to ride or interact with wildlife would add new gaming elements just as people have been hunting the quad wings or killing the major sentinel in Lumoria.

True.
It would be pretty col. But the question is how to make it work.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 2, 2010 06:12 PM    Msg. 38 of 53       
I want to ride one of those spiny dinosaurs.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 2, 2010 06:14 PM    Msg. 39 of 53       
Those were only vehicles. Warthogs, to be precise.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 2, 2010 06:20 PM    Msg. 40 of 53       
It's easy to attach, detach, create and destroy vehicles and ai bipeds. Didn't someone say you could ride a biped?


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 3, 2010 03:45 AM    Msg. 41 of 53       
Quote: --- Original message by: MoooseGuy
I want to ride one of those spiny dinosaurs.

Make a them enterable vehicles but have a script which kills the player as soon as he gets on (the spikes).


Shade117 pro
Joined: Jul 2, 2009

Yeah bro (xfire: blue117pro) I can make cubemaps


Posted: Dec 3, 2010 04:54 AM    Msg. 42 of 53       
Quote: --- Original message by: IcePhoenix
Quote: --- Original message by: MoooseGuy
I want to ride one of those spiny dinosaurs.

Make a them enterable vehicles but have a script which kills the player as soon as he gets on (the spikes).


rofl


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 3, 2010 03:35 PM    Msg. 43 of 53       
Quote: --- Original message by: l283023
Quote: --- Original message by: SlappyThePirate
It's easy to attach, detach, create and destroy vehicles and ai bipeds. Didn't someone say you could ride a biped?

Yes you can ride a biped, with scripts. And I would assume that you would need to use a portable trigger for when you are near the biped. So that if you press the action key (E) near the biped you could enter it, and if you are riding it and press the action key (E) you can exit the biped.
Yep. Better yet, make the biped itself the portable trigger volume (that's what they are-- bipeds). Make it have a short, full-spectrum vision. Then, if the animal can see the player, allow entering with E. Easy cheesy.


Skidrow925
Joined: Mar 19, 2010

"ideological sense of respect and tact of a 5yo"


Posted: Dec 3, 2010 06:37 PM    Msg. 44 of 53       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: l283023
Quote: --- Original message by: SlappyThePirate
It's easy to attach, detach, create and destroy vehicles and ai bipeds. Didn't someone say you could ride a biped?

Yes you can ride a biped, with scripts. And I would assume that you would need to use a portable trigger for when you are near the biped. So that if you press the action key (E) near the biped you could enter it, and if you are riding it and press the action key (E) you can exit the biped.
Yep. Better yet, make the biped itself the portable trigger volume (that's what they are-- bipeds). Make it have a short, full-spectrum vision. Then, if the animal can see the player, allow entering with E. Easy cheesy.


What IS full-spectrum vision anyway?


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 3, 2010 07:16 PM    Msg. 45 of 53       
Slappy you dont know how it should work- It needs to be 2 invisi ai's turned inward on each other (cannot see past each other) and if they see the player then pressing the action key makes it so the player can get on.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 3, 2010 08:29 PM    Msg. 46 of 53       
Quote: --- Original message by: Dwood
Slappy you dont know how it should work- It needs to be 2 invisi ai's turned inward on each other (cannot see past each other) and if they see the player then pressing the action key makes it so the player can get on.
I know how it could work. My way is a lot easier.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Dec 3, 2010 09:00 PM    Msg. 47 of 53       
So you could then, make multiple "Suits" bipeds, each ridable/exitable?

So if this was taken to a different level:

you could start as a "Street Thug" (biped), gain points, earn a "pimp suit" (biped) gain points, earn a "King Pin" suit (biped), get oppressed by the man "G-Man" (boss biped), get B-slapped, lose points and become a "Prostitute" suit (biped)?

Or, start out as a week Cyborg, then gain Mark IV suit, then Haybusa, etc . . . Batman? Joker?

I see a whole new kind of "firefight" . . . now all we need is someone with know-how, AND desire to make a sample map.

Nah, it won't happen.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 3, 2010 09:03 PM    Msg. 48 of 53       
Actually, Slap, you can do this through bump_possession or armor permutations (like backpack weapons, only a step further). Riding another biped like a vehicle is probably not the way to go.
Anyone want to make this firefight? Lol


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Dec 4, 2010 04:03 AM    Msg. 49 of 53       
Yeah, bump possession works. The only problem is if you purchase the suit and it gets deployed in the middle of heated combat it might get "killed" before you reach it, and you can effectively suicide by whacking it from behind just as you bump it.


MoooseGuy
Joined: Aug 10, 2008

I Approve This Message.


Posted: Dec 4, 2010 04:37 AM    Msg. 50 of 53       
So, may I ask, is it possible to set up an fp model change between biped types?
The reason I'm asking is because I wanted to see if bump possessing an elite would be able to have a swotch to elite hands.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 4, 2010 10:05 AM    Msg. 51 of 53       
That would be awesome, Moose, but no. The fp hand model is defined in globals.globals. It's possible with flashlight, though, and certain functions and shaders.
Edited by SlappyThePirate on Dec 4, 2010 at 10:06 AM


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Dec 4, 2010 05:35 PM    Msg. 52 of 53       
Quote: --- Original message by: MoooseGuy
So, may I ask, is it possible to set up an fp model change between biped types?
The reason I'm asking is because I wanted to see if bump possessing an elite would be able to have a swotch to elite hands.


I don't know. I'll be looking into it myself heh. I think it works if there are fp models set for that biped...

Otherwise, with some memhacking I'm pretty sure I could do it with Open Sauce.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 4, 2010 06:00 PM    Msg. 53 of 53       
Actually, I've been spending a lot of time working on a better spartan-elite tag... with fp changing, if I can get lag's good fp.

 
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