
Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 3, 2011 01:24 PM
Msg. 1 of 12
Hey all,
I have had these 2 questions that have been alluding me for days and I don't know how to solve them. Here they are:
1. How do you make a vehicle float? Like in E40, the floating draco.
2. How do you shake the map? Like in A10 when the ship is being hit, it shakes.
Any help with these 2 simple problems are appreciated.
Thanks.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 3, 2011 01:51 PM
Msg. 2 of 12
in what way do you want it to float? on spawn? on water? etc (Not all of us have played every single map ever)
Shaking is done in damage effects, you can control how violently the camera shakes
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 3, 2011 02:22 PM
Msg. 3 of 12
Quote: --- Original message by: kirby_422 in what way do you want it to float? on spawn? on water? etc (Not all of us have played every single map ever) I'm trying to make it float in the air, and then have the player respawn inside the floating vehicle. Also, no one will be driving the vehicle, it will just be floating there. Quote: --- Original message by: kirby_422 Shaking is done in damage effects, you can control how violently the camera shakes Which damage effect? And what do I specifically change? Let's say I have a player walk through a trigger volume and at that time I want the camera to shake a little. Thanks.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 3, 2011 02:37 PM
Msg. 4 of 12
Quote: --- Original message by: pepzee I'm trying to make it float in the air, and then have the player respawn inside the floating vehicle. Also, no one will be driving the vehicle, it will just be floating there. in the tool window, there is a gravity flag, you could try that, but if your having people spawn in it and don't want people driving it, why not just make a scenery tag instead? Quote: --- Original message by: pepzee Which damage effect? And what do I specifically change? Let's say I have a player walk through a trigger volume and at that time I want the camera to shake a little. any damage_effect, and you change any of the camera impuse settings, shaking, etc. its above the damage parts in the damage_effect. Just look at a rocket damage_effect and use that as a scaling method for how violent you want your camera shaking. (script startup rawr (volume_test_objects [trigger_volume] (players)) (damage_object [damage] (unit (list_get (players) 0))) ) Just toss a volume in, and the damage effects location in your tag folder (ie, "effects\shake" for \tags\effects\shake.damage_effect)
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 3, 2011 02:47 PM
Msg. 5 of 12
Quote: --- Original message by: kirby_422Quote: --- Original message by: pepzee I'm trying to make it float in the air, and then have the player respawn inside the floating vehicle. Also, no one will be driving the vehicle, it will just be floating there. in the tool window, there is a gravity flag, you could try that, but if your having people spawn in it and don't want people driving it, why not just make a scenery tag instead? Good idea, how would you convert a vehicle tag into a scenery tag? Or would it just be easier to just use the gravity effect? Quote: --- Original message by: kirby_422Quote: --- Original message by: pepzee Which damage effect? And what do I specifically change? Let's say I have a player walk through a trigger volume and at that time I want the camera to shake a little. any damage_effect, and you change any of the camera impuse settings, shaking, etc. its above the damage parts in the damage_effect. Just look at a rocket damage_effect and use that as a scaling method for how violent you want your camera shaking. (script startup rawr (volume_test_objects [trigger_volume] (players)) (damage_object [damage] (unit (list_get (players) 0))) ) Just toss a volume in, and the damage effects location in your tag folder (ie, "effects\shake" for \tags\effects\shake.damage_effect) Alright, I'll try it. Could I just use the stock damage effect from A10 though? I would really not like to mess around with the tags if I could simply use one from A10. Thanks. Edited by pepzee on Jun 3, 2011 at 02:47 PM
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 3, 2011 02:54 PM
Msg. 6 of 12
Aparently they did it differently in A10, just checked their script (script static "void" player_effect_rumble (player_effect_set_max_translation 0.01 0 0.02) (player_effect_set_max_rotation 0.1 0.1 0.2) (player_effect_set_max_rumble 0.5 0.3) (player_effect_start (real_random_range 0.7 0.9 ) 0.5) )
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 3, 2011 03:06 PM
Msg. 7 of 12
Quote: --- Original message by: kirby_422Aparently they did it differently in A10, just checked their script (script static "void" player_effect_rumble (player_effect_set_max_translation 0.01 0 0.02) (player_effect_set_max_rotation 0.1 0.1 0.2) (player_effect_set_max_rumble 0.5 0.3) (player_effect_start (real_random_range 0.7 0.9 ) 0.5) ) I don't even know what that even means. Could you explain it? Thanks.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Jun 3, 2011 03:08 PM
Msg. 8 of 12
Quote: --- Original message by: kirby_422Aparently they did it differently in A10, just checked their script (script static "void" player_effect_rumble (player_effect_set_max_translation 0.01 0 0.02) (player_effect_set_max_rotation 0.1 0.1 0.2) (player_effect_set_max_rumble 0.5 0.3) (player_effect_start (real_random_range 0.7 0.9 ) 0.5) ) Yeah I was about to say, that's the proper way to shake the player's screen, haha. As for the "floating vehicle" it has nothing to do with the physics, it's a script command (vehicle_hover [vehicle] [boolean]) which makes aerial vehicles freeze in place while active. So for example, if I have a draco named base_1 that I want to freeze in place in midair, I'd put the command (vehicle_hover base_1 true) when I want it to do so, then the same command with the last parameter "false" to disable it.
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 3, 2011 08:44 PM
Msg. 9 of 12
Alright, I was able able to get the ship floating, however I have run into another problem with that. It seems that the player cannot spawn inside or near the ship for some reason. I have tested it in game, but I just don't seem to spawn. I'm confused on how to get the camera shaking though, this is what I script (script static "void" player_effect_rumble (sleep_until (volume_test_objects rumble (players))15) (player_effect_set_max_translation 0.01 0 0.02) (player_effect_set_max_rotation 0.1 0.1 0.2) (player_effect_set_max_rumble 0.5 0.3) (player_effect_start (real_random_range 0.7 0.9 ) 0.5) ) But it doesn't work when I enter the trigger volume named "rumble. I don't know what I'm doing wrong. Anyways, thanks for all of your help.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 3, 2011 09:04 PM
Msg. 10 of 12
What script is calling your static? static scripts are like shortcuts. What you want to do is make it either continuous or startup (in the form your using it in)
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Pepzee
Joined: Sep 9, 2010
Retired Halo Modder
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Posted: Jun 3, 2011 09:32 PM
Msg. 11 of 12
Quote: --- Original message by: kirby_422 What script is calling your static? static scripts are like shortcuts. What you want to do is make it either continuous or startup (in the form your using it in) Oh I get it, I just made it a startup and it worked. It wasn't compiling at first so I just took out the "void" and it worked. Is there some benefit to making it static? But now, how to you get it to stop? It's just a constant earthquake now. Thanks.
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jun 3, 2011 09:37 PM
Msg. 12 of 12
Having it as static means that you can use that exact set of commands in any other script by just putting the static script name in parentheses. As I already said, they are shortcuts. The quoted types are what they are shortcuts to (stuff like units, etc. void is for just a list of commands. you can make them basically anything)
The second number should be for the delay until it stops. Anyways, (player_effect_stop [real]) try that. (im asumming the number is how long until its faded out. hs_doc's info on it is 'decay' so that supports the idea of how long for it to fade out)
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