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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Alternate fire

Author Topic: Alternate fire (16 messages, Page 1 of 1)
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Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 4, 2011 09:05 PM    Msg. 1 of 16       
Hi
Does anybody know how I could make my projectile alternate with either animations or effects? I need it for my shade

Thanks

From cheddars


MMAMONSTERRR
Joined: Jun 27, 2011


Posted: Jul 4, 2011 09:55 PM    Msg. 2 of 16       
Really ask Bourrin about this.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jul 4, 2011 10:17 PM    Msg. 3 of 16       
You have delete the projectile reference from the weapon, then make the firing effect spawn a projectile on one barrel, pause, then spawn a projectile at the other marker, and repeat. It can be used for as many barrels as you want.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jul 4, 2011 10:32 PM    Msg. 4 of 16       
Quote: --- Original message by: The Cereal Killer
You have delete the projectile reference from the weapon, then make the firing effect spawn a projectile on one barrel, pause, then spawn a projectile at the other marker, and repeat. It can be used for as many barrels as you want.


No, not this. It is an animated firing node. Here's a video to show why you do not want to fire your projectiles by effect (this shows 2 primary trigger markers, both with, and without alternating fire:

http://www.youtube.com/watch?v=k-XNdDDr-fs The alternating fire loses hud/reticle intersection with the projectile.

Here's the chopper with the animated firing node - and it works with the hud/weapon:

http://www.youtube.com/watch?v=Nd0jXFRgZ4Y The alternating fire shown here intersects with the hud/weapon and projectile.

Thanks to Bourrin - he added the animated firing node to the model. Maybe a tutorial on the subject would save some time?
Edited by Slap Happy on Jul 4, 2011 at 10:35 PM


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 4, 2011 11:00 PM    Msg. 5 of 16       
kk so i move the markers bach and forth?


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jul 5, 2011 12:33 AM    Msg. 6 of 16       
Pardon? In that video you showed, it was more realistic to have them fired via effect, because they always came straight out of the gun. If you were driving a motorcycle with guns on it, just because you turn you head doesn't mean the bullets will magically come out of the guns at different angles.


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 5, 2011 12:35 AM    Msg. 7 of 16       
Lol umm so can any body show me how if effects or animations?


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Jul 5, 2011 01:17 AM    Msg. 8 of 16       
Quote: --- Original message by: The Cereal Killer
Pardon? In that video you showed, it was more realistic to have them fired via effect, because they always came straight out of the gun. If you were driving a motorcycle with guns on it, just because you turn you head doesn't mean the bullets will magically come out of the guns at different angles.


Weapons are usually set to be angled slightly inward, so both weapons can be brought to bear down on the same target.


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jul 5, 2011 05:49 PM    Msg. 9 of 16       
Weapons, meaning handheld weapons arent aimed by the weapon itself, it is aimed by the MC's movement aligned with the weapons hud.

Watch the video, you will see a void between projectiles the alternating fire (fired by effect) could work on a stationary turret that aims 360 degrees horizontal, and if aiming with the reticle is not needed, such as a heat seeking projectile (like the missle hog on extinction)- then yes, it will work. But why not do both: aim and be accurate with alternating fire by using an animated primary trigger?

As you see in the video, the chopper on the right fires the weapon along its orientation (where it is aimed) but - the chopper weapon did not have left/right animation - it only had up and down - so with a cyborg standing in front of the vehicle - he could safely stand between the projectiles. The chopper on the left however, could aim any distance and the projectile hits where the reticle is aimed, the one on the right did NOT. The solution was to add the animated primary trigger. Less work, and more accurate - I had to rely on someone who had skills I did not. So either get someone to do it for you, or learn how to do it - don't fake it or people will hate the turret.

If the turret is an anti aircraft - and shooting someone far away like a plane - firing by effect means you will be aiming with one projectile hoping it hits. If you fake-it, such as aiming the weapons left and right inward, that means you will be limited to a fixed distance, and further than that, it will be cross-eyed (the right projectile goes left, the left goes right) - you can see this on that purple UFO on extinction - it can only fire accurately where the 2 groups of projectiles meet. On the weapon, you can also set the intersection distance, the warthog is set for 80 world units - my guess, is the UFO had 2 fixed guns, not animated and being such a huge map, he should have extended the intersection distance.

The ghost uses 2 primary trigger markers. It fires projectiles from both of those markers, and the properties on the weapon are set to "horizontal fan" combine that horizontal fan with the projectiles error degree, you basically hit what the "Vehicle" is aimed at. Yet - this weapon does NOT fire its projectiles from effect, it fires them from the weapon as a projectile and they will intersect with the HUD reticle.

Try it (fire projectile by effect) on the ghost first - I am sure you will see what I mean very quickly and decide against firing projectiles by effect. You will lose many properties set in both the projectile, and the weapon AND Hud.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jul 5, 2011 06:16 PM    Msg. 10 of 16       
Heh, I'll try making a tutorial when I'm not lazy.

But explaining how all the stuff is linked is loooooonnng, I also have to remake those calculations to make it sync...

The principle is to have a marker attached to a node that moves constantly.

So, you have the marker staying for 3/30secs on the left, and 3/30 on the right, means that you have to make 7,62 (use 7.5) as the rof.
or it was 4/30 of a sec ? Idk, i forgot calculus...

Considering you have to use an overlay anim the first frame doesnt count.

It's something like this


doompig444
Joined: Mar 22, 2010

Mornië alantië


Posted: Jul 5, 2011 06:38 PM    Msg. 11 of 16       
Quote: --- Original message by: The Cereal Killer
Pardon? In that video you showed, it was more realistic to have them fired via effect, because they always came straight out of the gun. If you were driving a motorcycle with guns on it, just because you turn you head doesn't mean the bullets will magically come out of the guns at different angles.


Great idea! Let's sacrifice gameplay for good ol' realism!
You deserve a medal.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Jul 5, 2011 11:27 PM    Msg. 12 of 16       
Quote: --- Original message by: doompig444
Great idea! Let's sacrifice gameplay for good ol' realism!
You deserve a medal.
Because it's fun to just have success handed to you. Owait no. L2balance.

@Slap: I saw the difference and I know why they were different, I was only saying that it makes no sense for fixed guns to turn.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Jul 6, 2011 12:28 AM    Msg. 13 of 16       
You guys do know that the ghost actually has animated turrets? The little firing things point up when you look up and point down when you look down, the projectiles don't magically deviate from their exits. I don't know if the Banshee or Chopper does this but I assume that they do (or are supposed to).


Slap Happy
Joined: Feb 2, 2009

Life ain't fair, buy a helmet.


Posted: Jul 6, 2011 12:39 AM    Msg. 14 of 16       
I believe the shade is stationary, but not "fixed" per-se, meaning you can rotate 25-60 degrees verticle and 360 degrees horizontal - so your projectiles will come straight out, and its fine if you want it that way.

Yes, I like alternate fire better than simply 2 shots at the same time - but it depends on the projectile. If for example, the projectile was like the needler projectile and it was slow, heat seeking (guided angular velocity) then the hud would not have to intersect with the projectile.

I dont like how the shade fires 2 shots that have no error, and they both fire at the same time and stay parallel the entire distance to the target - its kinda uniform-ugly, and please for the love of cheese and all that is "holey," reduce the gain on the firing sound to about 0.04 on all permutations.

Good luck!


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 6, 2011 04:10 AM    Msg. 15 of 16       
Thanks guys :)


Cheddars
Joined: Oct 30, 2010

Rave to the Grave.


Posted: Jul 6, 2011 05:33 AM    Msg. 16 of 16       
I R

 

 
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