A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Fireworks - update

Author Topic: Fireworks - update (25 messages, Page 1 of 1)
Moderators: Dennis

Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Dec 25, 2010 08:22 PM    Msg. 1 of 25       
Improved Burst Radius -Violet Mortar

http://www.youtube.com/watch?v=aHCJffdIl38

Improved Primary Mortar

http://www.youtube.com/watch?v=W-XwmYhDou8

(Thanks Mythril for the help on the violet mortar burst effect)

UPDATE:
http://www.youtube.com/watch?v=89YhFlXM6yM Pushing the limits to total visible particles, New Years Island: Turn up your effects, take off your pants - lets party!
Edited by Slap Happy on Dec 26, 2010 at 05:38 PM

Update: 12/29/2010

http://www.youtube.com/watch?v=23S2D0FPnB0

This is a normal H2 grenade explosion with H3 spikes, but I added a little flair . . . 17 pieces of flair, lol. Only the first explosion has damage. At first I did this so I could show the mortar effect closer to the ground. CMT weapons, Jesse's HUD upcoming map - New Years Island, fully playable all game types. (yeah, I know, ugh another death island variant)

UPDATE 1/1/2011:

What's a new years map without some music? Did that and put some stank on it! Lights are sync'ed with music (89 bpm music, added effect that fires off in rythm)

http://www.youtube.com/watch?v=DbXbRKdvu6k

Now there are 5 locations that all mortars fire from all around the island:

http://www.youtube.com/watch?v=qMzfQ2yPz8k

UPDATE 1/3/2011

Base-Beat Added effect to light fixtures

http://www.youtube.com/watch?v=aF1noppGsfQ

Fully implemented fireworks, 4 different angles - only last portion has sound, comp was lagging during record so the vid isnt showing the particles you can see in game. Thanks to slappythepirate for script help

http://www.youtube.com/watch?v=MiYxfJP-kFA

Lol shield effect "hotheaded"

http://www.youtube.com/watch?v=w-o8XCymtp0


Edited by Slap Happy on Jan 4, 2011 at 02:14 AM


Mythril
-
Screenshot Guru
-
Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Dec 25, 2010 08:38 PM    Msg. 2 of 25       
Looking awesome, I like the colour scheme you have going.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 25, 2010 10:16 PM    Msg. 3 of 25       
Looking very nice! Keep up the good work.


UnevenElefant5
Joined: May 3, 2008

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


Posted: Dec 25, 2010 10:30 PM    Msg. 4 of 25       
Really cool.


milkkookie
Joined: Aug 10, 2010

:)


Posted: Dec 25, 2010 11:04 PM    Msg. 5 of 25       
fake and ga.........awesome


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Dec 25, 2010 11:18 PM    Msg. 6 of 25       
Quote: --- Original message by: Juan
Christmas in July?


Yeah, it confuses the heck outa mexicans! LA MIGRA! lol :P (just kidding)

UPDATE: http://www.youtube.com/watch?v=89YhFlXM6yM


Edited by Slap Happy on Dec 26, 2010 at 05:36 PM


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Dec 26, 2010 11:22 PM    Msg. 7 of 25       
That's very cool. Please keep it up.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Dec 30, 2010 01:59 AM    Msg. 8 of 25       
Update: 12/29/2010

http://www.youtube.com/watch?v=23S2D0FPnB0

This is a normal H2 grenade explosion with H3 spikes, but I added a little flair . . . 17 pieces of flair, lol. Only the first explosion has damage. At first I did this so I could show the mortar effect closer to the ground. CMT weapons, Jesse's HUD upcoming map - New Years Island, fully playable all game types. (yeah, I know, ugh another death island variant)


SeanTheLawn
Joined: Sep 4, 2007


Posted: Dec 30, 2010 11:41 AM    Msg. 9 of 25       


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Dec 30, 2010 01:24 PM    Msg. 10 of 25       
Quote: --- Original message by: Slap Happy
Update: 12/29/2010

http://www.youtube.com/watch?v=23S2D0FPnB0

This is a normal H2 grenade explosion with H3 spikes, but I added a little flair . . . 17 pieces of flair, lol. Only the first explosion has damage. At first I did this so I could show the mortar effect closer to the ground. CMT weapons, Jesse's HUD upcoming map - New Years Island, fully playable all game types. (yeah, I know, ugh another death island variant)
Hooray, it's race mode.


ricola_reaper
Joined: May 25, 2010

Polygon Pimp


Posted: Dec 30, 2010 04:06 PM    Msg. 11 of 25       
That looks amazing. can't wait to see some maps out with it


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Dec 30, 2010 10:05 PM    Msg. 12 of 25       
Request for custom basic script for the fireworks map:

I have 4 custom device machines which fire off some firework effects, each device is set as initially off. I also have created device groups, which might help (? dunno - they are named reds, greens, blues and poppers) Now I would like to vajazzle it abit:

First

I would like to customize the script to fire off these in successive groups, meaning, fire off 6 red mortars at once then fire off 6 green mortars at once then fire off 6 blue mortars at once then fire off 6 popper mortars at once then STOP

Second

(a)

I would like to fire off green mortar 1 then sleep 3 seconds then fire off green mortar 2 then sleep 3 seconds then fire off green mortar 3 then sleep 3 seconds then fire off green mortar 5 then sleep 3 seconds then fire off green mortar 6 then STOP

(b)

I would like to fire off red mortar 1 then sleep 3 seconds then fire off red mortar 2 then sleep 3 seconds then fire off red mortar 3 then sleep 3 seconds then fire off red mortar 5 then sleep 3 seconds then fire off red mortar 6 then STOP

(c)

I would like to fire off blue mortar 1 then sleep 3 seconds then fire off blue mortar 2 then sleep 3 seconds then fire off blue mortar 3 then sleep 3 seconds then fire off blue mortar 5 then sleep 3 seconds then fire off blue mortar 6 then STOP

(d)

I would like to fire off popper mortar 1 then sleep 3 seconds then fire off popper mortar 2 then sleep 3 seconds then fire off popper mortar 3 then sleep 3 seconds then fire off popper mortar 5 then sleep 3 seconds then fire off popper mortar 6 then STOP

Third

I would like to fire off 1 blue mortar and 1 green mortar then sleep 3 seconds then fire off 1 red mortar and 1 popper mortar then STOP

Final, put the THREE (First, Second, Third) in a continuous loop, with about a 10 second pause between loops


Currently I am using this script below, and I understand each one placed needs to be named, and by doing the above, I may need many many named instances, such as mortar1, mortar2 - etc.

I would prefer if they are named in the script and numbered according to their group (or as device groups such as reds, greens, blues, poppers if that is better), such as firstmortar1_red, firstmortar2_red OR second_a_mortar1_red, second_a_mortar2_red OR second_b_mortar1_red, second_b_mortar2_red

(script continuous startfireworksblue
(begin_random
(sleep 300)
(device_set_power mortar1 1)
(device_set_power mortar2 0)
(device_set_power mortar3 0)
(device_set_power mortar4 0)
(sleep 300)
(device_set_power mortar1 0)
(device_set_power mortar2 1)
(device_set_power mortar3 0)
(device_set_power mortar4 0)
(sleep 300)
(device_set_power mortar1 0)
(device_set_power mortar2 0)
(device_set_power mortar3 1)
(device_set_power mortar4 0)
(sleep 300)
(device_set_power mortar1 0)
(device_set_power mortar2 0)
(device_set_power mortar3 0)
(device_set_power mortar4 1)
)
)
(script continuous startfireworksred
(begin_random
(sleep 300)
(device_set_power mortar5 1)
(device_set_power mortar6 0)
(device_set_power mortar7 0)
(device_set_power mortar8 0)
(sleep 300)
(device_set_power mortar5 0)
(device_set_power mortar6 1)
(device_set_power mortar7 0)
(device_set_power mortar8 0)
(sleep 300)
(device_set_power mortar5 0)
(device_set_power mortar6 0)
(device_set_power mortar7 1)
(device_set_power mortar8 0)
(sleep 300)
(device_set_power mortar5 0)
(device_set_power mortar6 0)
(device_set_power mortar7 0)
(device_set_power mortar8 1)
)
)

Edited by Slap Happy on Dec 31, 2010 at 12:01 AM


MatthewDratt
Joined: Sep 11, 2010

TAKEDOWN IS OUT MattDratt.com


Posted: Dec 30, 2010 10:41 PM    Msg. 13 of 25       
Gahaha Thats Awesome


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Dec 31, 2010 04:14 PM    Msg. 14 of 25       
Just need a script (see above request description) any takers?


Edit: I guess not - bad timing everyone is out. The map will be released when I have a working script - this will make the map playable for multiplayer, but also display the fireworks well.
Edited by Slap Happy on Dec 31, 2010 at 06:20 PM


Architect of Halo
Joined: May 15, 2009

Justice for all


Posted: Dec 31, 2010 11:47 PM    Msg. 15 of 25       
great job and happy new year buddy!


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jan 2, 2011 12:29 AM    Msg. 16 of 25       
What's a new years map without some music? Did that and put some stank on it! Lights are sync'ed with music (89 bpm music, added effect that fires off in rythm)

http://www.youtube.com/watch?v=DbXbRKdvu6k

Now there are 5 locations that all mortars fire from all around the island:

http://www.youtube.com/watch?v=qMzfQ2yPz8k

As you can see, I need some help with the script so as to reduce too many particles at once, I wish someone would volunteer! (see earlier post).


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 2, 2011 12:31 AM    Msg. 17 of 25       
Slap, your fireworks are amazing.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jan 2, 2011 12:46 AM    Msg. 18 of 25       
this is the script as seen in the latest video:

(script startup newyearstitle
(cinematic_show_letterbox true)
(cinematic_set_title newyears)
(show_hud false)
(sleep 125)
(cinematic_show_letterbox false)
(show_hud true)
)
(script continuous cycle1
(begin
(sleep 400)
(device_set_power blue1 1)
(sleep 300)
(device_set_power red2 1)
(sleep 300)
(device_set_power green3 1)
(sleep 300)
(device_set_power popper4 1)
(sleep 300)
(device_set_power blue1 0)
(device_set_power red2 0)
(device_set_power green3 0)
(device_set_power popper4 0)
)
)
(script continuous cycle2
(begin
(sleep 500)
(device_set_power blue2 1)
(sleep 300)
(device_set_power red3 1)
(sleep 300)
(device_set_power green4 1)
(sleep 300)
(device_set_power popper1 1)
(sleep 300)
(device_set_power blue2 0)
(device_set_power red3 0)
(device_set_power green4 0)
(device_set_power popper1 0)
)
)
(script continuous cycle3
(begin
(sleep 300)
(device_set_power blue3 1)
(sleep 300)
(device_set_power red4 1)
(sleep 300)
(device_set_power green1 1)
(sleep 300)
(device_set_power popper2 1)
(sleep 300)
(device_set_power blue3 0)
(device_set_power red4 0)
(device_set_power green1 0)
(device_set_power popper2 0)
)
)
(script continuous cycle4
(begin
(sleep 450)
(device_set_power blue4 1)
(sleep 300)
(device_set_power red1 1)
(sleep 300)
(device_set_power green2 1)
(sleep 300)
(device_set_power popper3 1)
(sleep 300)
(device_set_power blue4 0)
(device_set_power red1 0)
(device_set_power green2 0)
(device_set_power popper3 0)
)
)
(script continuous popthecherry
(begin
(sleep 2500)
(device_set_power popper1 1)
(device_set_power popper2 1)
(sleep 50)
(device_set_power popper1 0)
(device_set_power popper2 0)
(sleep 50)
(device_set_power popper3 1)
(device_set_power popper4 1)
(device_set_power popper5 1)
(sleep 50)
(device_set_power popper3 0)
(device_set_power popper4 0)
(device_set_power popper5 0)
)
)
(script continuous cleanup
(sleep 1200)
(garbage_collect_now)
)


I'm not a scripter - would like some help, or a re-write - so as to show most particles. I would also like to see some script magic, such as the blue mortar firing off in succession at each location separated by about 3 seconds - there are five locations, then the red, then the green, etc to create a wave effect, then to do the same with each of the others: red wave, green wave, blue wave and a finale with the poppers all at once, or wave, then reverse directions. Come on, someone's gotta have the moxy, please step up.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 2, 2011 01:12 PM    Msg. 19 of 25       
Okok, Slappy's here.
Make each wave a static script. Static scripts are like little script sequences you can "call on" at other times, as many times as you want.
(script static void blue_wave
(device_set_power blue1 1)
(sleep 50)
(device_set_power blue2 1)
(sleep 50)
(device_set_power blue3 1)
(sleep 50)
(device_set_power blue1 0)
(device_set_power blue1 0)
(device_set_power blue1 0)
)

Then you can say "blue_wave" in a script and get the blue wave to go on demand.
(script startup newyear
...do stuff...
(blue_wave)
(sleep 20)
(red_wave)
)
In that script, 20 is the offset between the start of the blue wave and red wave. The script doesn't wait for the blue wave to finish before going on tho the red wave.

You can also use continuous scripts to make things run in a loop.
(script continuous always_pop
(device_set_power popper5 1)
(sleep 50)
(device_set_power popper5 0)
)
That makes popper5 go off on a loop.

Then, you can use variables for stuff. Like static scripts, you have to "define" them before the newyear script runs them all. Like, if you wanted to make the fireworks speed up and up before stopping.
(global short PAUSE 3000)
(script continuous fire_increasing
(if (> PAUSE 0)
(device_set_power green1 1)
(sleep PAUSE)
(device_set_power green1 0)
(set PAUSE (- PAUSE 100))
)
)
This will fire green1 at at interval of 3000, and every time that interval will go down by 100. When it hits 0, it stops, because the script checks if the number is greater than 0 first.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jan 2, 2011 01:58 PM    Msg. 20 of 25       
Gnarly! I just became dangerous - thanks!


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 2, 2011 02:28 PM    Msg. 21 of 25       
No problem. Hopefully you can figure it out from here, of course...


Dwood
Joined: Oct 23, 2007

Judge Ye Therefore


Posted: Jan 2, 2011 05:20 PM    Msg. 22 of 25       
Oh, and if you posted that script on Modacity, you would be banned- beginning begin statements are an offense in the first degree.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jan 2, 2011 07:17 PM    Msg. 23 of 25       
Quote: --- Original message by: SlappyThePirate

Then, you can use variables for stuff. Like static scripts, you have to "define" them before the newyear script runs them all. Like, if you wanted to make the fireworks speed up and up before stopping.
(global short PAUSE 3000)
(script continuous fire_increasing
(if (> PAUSE 0)
(device_set_power green1 1)
(sleep PAUSE)
(device_set_power green1 0)
(set PAUSE (- PAUSE 100))
)
)
This will fire green1 at at interval of 3000, and every time that interval will go down by 100. When it hits 0, it stops, because the script checks if the number is greater than 0 first.


I attempted variations of this, ending in:

01.02.11 16:57:44  [newyearsisland line 3] i expected (if   []).: (if (> PAUSE 0)
01.02.11 16:57:44 recompiling scripts after scenarios were merged.
01.02.11 16:57:44 this left parenthesis is unmatched.: (if (> PAUSE 0)


Correct syntax, please?

Edit: code window is edited by the forums sanitation I guess, it says "I expected if 'condition' 'then' 'else' "


Edited by Slap Happy on Jan 2, 2011 at 07:22 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 2, 2011 08:07 PM    Msg. 24 of 25       
Oh crap forgot begin.
(global short PAUSE 3000)
(script continuous fire_increasing
(if (> PAUSE 0)
(begin
(device_set_power green1 1)
(sleep PAUSE)
(device_set_power green1 0)
(set PAUSE (- PAUSE 100))
)
)
)


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jan 3, 2011 12:14 AM    Msg. 25 of 25       
thank you very much - it worked, will show you the result later

UPDATE 1/3/2011

Base-Beat Added effect to light fixtures

http://www.youtube.com/watch?v=aF1noppGsfQ


Fully implemented fireworks, 4 different angles - only last portion has sound, comp was lagging during record so the vid isnt showing the particles you can see in game. Thanks to slappythepirate for script help, and Mythril for particle effect help

http://www.youtube.com/watch?v=MiYxfJP-kFA

Lol shield effect "hotheaded"

http://www.youtube.com/watch?v=w-o8XCymtp0


Edited by Slap Happy on Jan 4, 2011 at 02:13 AM

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 6:56 AM 297 ms.
A Halo Maps Website