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Author Topic: hover (19 messages, Page 1 of 1)
Moderators: Dennis

Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: May 13, 2011 10:27 PM    Msg. 1 of 19       
how do you make a vehicle able to hover kinda like the pelican or phantom


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: May 13, 2011 10:58 PM    Msg. 2 of 19       
I am assuming this is for a player controlled vehicle?

Aircraft can't strafe, unfortunately. There was a rather clever approach by using the ghosts' physics (alien scout) to allow a flying vehicle to hover, but it was never released - despite speaking to the creator I cannot for the life of me remember their username, but do a quick search and you will probably find it.

BUT. If you are not interested in strafing, set its type to human plane in the vehicle tag and set up the physics file for it - this will allow hovering with no control input and up/down movement using crouch and jump, or you can use alien fighter and set the backwards speed to something very very low, then you can hover - rather like the banshee but with so you can't notice the backwards drift.

Hope that's of at least some help :)


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: May 13, 2011 11:06 PM    Msg. 3 of 19       
Ahhh yeah now I remember! Haha, I sat in guerrilla for ages after that, trying to get ghosts to fly - after repeatedly getting slammed into the sky, I gave up. Apparently his friend was going to release it with... something? Meh, will probably never see the light of day, sadly T.T


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 14, 2011 12:11 PM    Msg. 4 of 19       
Just pm Kirby or add him on xfire. (kirby422)
Ask him nicely and i am sure he will help you out.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 14, 2011 02:19 PM    Msg. 5 of 19       
Ya, I still don't get why assault doesn't want anyone else to have the tags before he releases a map with it.. *shrug* Anyways, the way I made it is having a physics with only 4 mass points. have them identical distances away from the center (make them a box shape or cross shape layout, I don't care) and make the anti-grav amount .25, and any super high height and apply that to all 4 mass points. Toss this physics in something setup as alien scout, and magic.

The way this works, is each mass point will have 1/4th the weight, and have the force to lift up 1/4th the vehicle. this in turn, negates gravity on the point. This means the weight wont be enough to drag it down into the ground, but the lift wont be enough to send it into the sky. it will stay at the same height its currently at. That height you set will limit how high it can fly above the map (although if you fly over +sky, it sorta doesn't fly.. lol)

I did have force to try and move mine up and down, but I dont think it was even hitting the vehicle (as the collision model I was supplied for this hornet sucked) but alien scout aim up when using spacebar, so it can use that to get up regardless. And spinning in circles gets you down regardless (or getting close to a slope (think of it as gravity, the closer you are to a planet, the stronger the gravity) in reality, this is the ghost style physics trying to align itself with the slope causing you to be angled down and float down))


If you want the actual tags, assault's waiting for someone to do his BSP, but im sure hes not gonna hand the half done model to just anyone who asks. Thats the status update on that.


Aesthetics
Joined: May 3, 2011

A generally negative synonym for jötunn


Posted: May 16, 2011 06:21 AM    Msg. 6 of 19       
Tiel isn't keeping it real


Corfish
Joined: May 16, 2011


Posted: May 16, 2011 06:23 AM    Msg. 7 of 19       
Where's the freshness in this topic :(


Aesthetics
Joined: May 3, 2011

A generally negative synonym for jötunn


Posted: May 16, 2011 06:25 AM    Msg. 8 of 19       
Hello Tiel,

Please refrain from insulting other members by calling them the L-word.

Kind regards

Quote: --- Original message by: Tiel
Hello halomaps user Lod3x,

Please forgive my lapse of etiquette, I am quite tired.

Tiel


Corfish
Joined: May 16, 2011


Posted: May 16, 2011 06:28 AM    Msg. 9 of 19       
Could you explain to me what a Lod3x is?
I'm new here...


Aesthetics
Joined: May 3, 2011

A generally negative synonym for jötunn


Posted: May 16, 2011 06:29 AM    Msg. 10 of 19       
Hello Tiel,

It is frowned upon to spread such accusations.
Everybody prefers that the freshness is kept.

You be craftin' epic mines bro?

Kind regards
Edited by Aesthetics on May 16, 2011 at 06:30 AM


Aesthetics
Joined: May 3, 2011

A generally negative synonym for jötunn


Posted: May 16, 2011 06:33 AM    Msg. 11 of 19       
Hello Tiel,

U be mirin when you see my mine bro!

Kind regards


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: May 16, 2011 02:54 PM    Msg. 12 of 19       
Yeah...maybe we should get back on topic before Dennis comes along and gets rid of you two...


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: May 16, 2011 07:33 PM    Msg. 13 of 19       
Quote: --- Original message by: Corfish
Could you explain to me what a Lod3x is?
I'm new here...


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: May 16, 2011 08:49 PM    Msg. 14 of 19       
I heard somewhere that a vehicle can have two sets of motion types, sort of like the Scenarios can be expanded on with child scenarios. If this is possible (i wouldn't know, i haven't toyed with vehicles in gurilla in a long time) then adding ghost physics to the pelican physics on any vehicle should allow it to maneuver just like the halo3 hornets. (i may start experimenting with this concept shortly.)


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: May 16, 2011 11:00 PM    Msg. 15 of 19       
Quote: --- Original message by: UBE Chief
Yeah...maybe we should get back on topic before Dennis comes along and gets rid of you two...
Good advice people, take it to heart.


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: May 17, 2011 04:36 PM    Msg. 16 of 19       
Quote: --- Original message by: Switchblade
I heard somewhere that a vehicle can have two sets of motion types, sort of like the Scenarios can be expanded on with child scenarios. If this is possible (i wouldn't know, i haven't toyed with vehicles in gurilla in a long time) then adding ghost physics to the pelican physics on any vehicle should allow it to maneuver just like the halo3 hornets. (i may start experimenting with this concept shortly.)


This is very interesting. Did you start on/find anything?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 17, 2011 06:52 PM    Msg. 17 of 19       
Quote: --- Original message by: kirby_422
Anyways, the way I made it is having a physics with only 4 mass points. have them identical distances away from the center (make them a box shape or cross shape layout, I don't care) and make the anti-grav amount .25, and any super high height and apply that to all 4 mass points. Toss this physics in something setup as alien scout, and magic.

The way this works, is each mass point will have 1/4th the weight, and have the force to lift up 1/4th the vehicle. this in turn, negates gravity on the point. This means the weight wont be enough to drag it down into the ground, but the lift wont be enough to send it into the sky. it will stay at the same height its currently at. That height you set will limit how high it can fly above the map (although if you fly over +sky, it sorta doesn't fly.. lol)

I did have force to try and move mine up and down, but I dont think it was even hitting the vehicle (as the collision model I was supplied for this hornet sucked) but alien scout aim up when using spacebar, so it can use that to get up regardless. And spinning in circles gets you down regardless (or getting close to a slope (think of it as gravity, the closer you are to a planet, the stronger the gravity) in reality, this is the ghost style physics trying to align itself with the slope causing you to be angled down and float down))

If you follow those steps, you get this: http://www.xfire.com/video/410650/
(ya.. the quote didnt do much but spend space.. but some people don't seem to of noticed it before, and I don't exactly care much at the moment)


But ya, we haven't even heard from the thread creator again, we don't know which method he choose, etc, and what he wants us to further explain lol. I guess we assume his question is answered?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 18, 2011 12:09 AM    Msg. 18 of 19       
Nice. Can you add vertical lift with jump button?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 18, 2011 11:54 PM    Msg. 19 of 19       
Quote: --- Original message by: Maniac1000
Nice. Can you add vertical lift with jump button?

Yup, but you need better collision than what I have in that video. I'm gonna do a something, and not tell assault so that he cannot deny it, and then poof, problem solved and I wouldn't of betrayed his trust as he never would of told me to not do that :P (idk why im even bothering with his opinion lol)

Anyways, your vehicles gonna be more stable the further away you put those physics points. 'that' has them quite close, and its lawlz doing barrel rolls and stuff in it.

 

 
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