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Author Topic: Two "is this possible and how questions?" (10 messages, Page 1 of 1)
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Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 7, 2010 04:59 PM    Msg. 1 of 10       
1. Simple enough, can you make effects such as dust popping up when you hit a solid, using the melee? I noticed meleeing doesn't use anything that can referance those effects so I was wondering if and/or how it can be done?

2. this I imagine isn't fully possible, but I was watching a video that was of a fps but used elements of an RTS where you could place defenses and such and at the same time use weapons in first person. So I was wondering if you could possibly place fully functioning AI defense turrets and barricades without using scripts and using first person equipment, and most importantly if you could maybe make it so after you place maybe three objects the item you use would become like overheated for awhile, and HOW could you do this if it could be done? I imagine the placement of things like barricades are possible but I really would like to learn how to do something like this because I think it'd be an interesting thing for me to try.

note that I want to know if my second question is possible in singleplayer and I could care less about multiplayer
Edited by Delicon20 on Dec 7, 2010 at 05:00 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 7, 2010 05:06 PM    Msg. 2 of 10       
Quote: --- Original message by: Delicon20
1. Simple enough, can you make effects such as dust popping up when you hit a solid, using the melee? I noticed meleeing doesn't use anything that can referance those effects so I was wondering if and/or how it can be done?
No, since melee is only a damage_effect, not an effect.
2. this I imagine isn't fully possible, but I was watching a video that was of a fps but used elements of an RTS where you could place defenses and such and at the same time use weapons in first person. So I was wondering if you could possibly place fully functioning AI defense turrets and barricades without using scripts
No
so after you place maybe three objects the item you use would become like overheated for awhile, and HOW could you do this if it could be done?
With heat. Make each projectile make 33% heat and set the cool time really slow.
I imagine the placement of things like barricades are possible but I really would like to learn how to do something like this because I think it'd be an interesting thing for me to try.
Yeah, effects can spawn scenery.
note that I want to know if my second question is possible in singleplayer and I could care less about multiplayer
What you saying about my multiplayer foo?
Edited by Delicon20 on Dec 7, 2010 at 05:00 PM


UnevenElefant5
Joined: May 3, 2008

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


Posted: Dec 7, 2010 05:31 PM    Msg. 3 of 10       
The defense turrets could be vehicles spawned when a projectile from a gun touches the ground, the vehicle would be like the c_dropship, with an actor variant gunner already loaded into the gunner seat.


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 7, 2010 05:44 PM    Msg. 4 of 10       
Quote: --- Original message by: UnevenElefant5
The defense turrets could be vehicles spawned when a projectile from a gun touches the ground, the vehicle would be like the c_dropship, with an actor variant gunner already loaded into the gunner seat.


interesting, never thought about that


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 7, 2010 05:49 PM    Msg. 5 of 10       
I'm pretty sure active AI cannot spawn from effects.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Dec 7, 2010 06:31 PM    Msg. 6 of 10       
But you can spawn vehicles, and vehicles can have actor variants loaded into them at startup (c_dropship), so you should just be able to create the vehicle and the AI would be created as well. Never tried it though, but I don't see why it wouldn't work.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Dec 7, 2010 06:45 PM    Msg. 7 of 10       
Quote: --- Original message by: SlappyThePirate
I'm pretty sure active AI cannot spawn from effects.

The explosion from a carrier form?


Skidrow925
Joined: Mar 19, 2010

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


Posted: Dec 7, 2010 07:07 PM    Msg. 8 of 10       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: SlappyThePirate
I'm pretty sure active AI cannot spawn from effects.

The explosion from a carrier form?

How DOES that work anyway?


Delicon20
Joined: Oct 3, 2008

Still here. Still loves bacon


Posted: Dec 7, 2010 07:37 PM    Msg. 9 of 10       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: SlappyThePirate
I'm pretty sure active AI cannot spawn from effects.

The explosion from a carrier form?


I'm pretty sure that's in either the actor varient or the biped tag, not the effect


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 7, 2010 07:43 PM    Msg. 10 of 10       
Quote: --- Original message by: DarkHalo003
Quote: --- Original message by: SlappyThePirate
I'm pretty sure active AI cannot spawn from effects.

The explosion from a carrier form?
This is what I mean.
The carrier biped has a field for spawned actors, which are the infection forms.
Okay, If I have an ai encounter set up with a carrier form AV spawned, it creates smart infections when it dies.
If the a carrier form biped is attached to an ai encounter, it should spawn infections.
If the carrier biped is placed alone, it does not create infections.
If the carrier biped is spawned via effect, the infections do not appear. This is why my bubble shield won't work--- actor variants are not spawned.

I don't know if vehicles spawned alone will have working gunners. We do know that when attached to an ai team the gunners work. Something tells me that vehicles with gunners will not work if spawned via effect.
Time to go test this...

 

 
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