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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Caustics and Advanced Shading Demo [WIP]

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Author Topic: Caustics and Advanced Shading Demo [WIP] (41 messages, Page 2 of 2)
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DAS_G_Lion
Joined: Dec 30, 2010

Wanted. Somebody to go back in time with me.


Posted: Jul 23, 2011 06:14 PM    Msg. 36 of 41       
I turned aiming off along with some other things, but to no avail.


I'm attempting to create a mobile trigger volume so that a pelican can pick up a vehicle anywhere on the map. I know people have tried before (http://12.199.124.105/index.cfm%3Fpage=topic&topicID=31517) but never got as far as I have.

Upon further investigation, i found out that the bipeds are always looking at the original spawn point of the pelican. Still, its a problem. I need to make it so that the bipeds are always looking in one direction. Even if the beds are facing away from the spawn point, they are still "looking" at the spawn pointing

In short, I need the bipeds to stop looking at the pelican vehicle spawn point.
Edited by DAS_G_Lion on Jul 23, 2011 at 06:26 PM
Edited by DAS_G_Lion on Jul 23, 2011 at 06:35 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 23, 2011 06:44 PM    Msg. 37 of 41       
Quote: --- Original message by: DAS_G_Lion
I'm attempting to create a mobile trigger volume so that a pelican can pick up a vehicle anywhere on the map. I know people have tried before (http://12.199.124.105/index.cfm%3Fpage=topic&topicID=31517) but never got as far as I have.

You do know people have done it before, right? With your statements that you have it working, but that also contradicts the statement aswell. The1 (havent talked to him in ages) used 3 bipeds with his (which is overkill, 2 work fine)


Anyways, use this
(script continuous pedz
(ai_look_at_object peli1-biped1 peli1-biped2)
(ai_look_at_object peli1-biped2 peli1-biped1)
(ai_attach peli1-biped1 encounter)
(ai_attach peli1-biped2 encounter)
(objects_attach peli1 "biped1" peli1-biped1 "head")
(objects_attach peli1 "biped2" peli1-biped2 "head")
(sleep 5)
)

(script continuous pickup
(sleep_until (unit_get_current_flashlight_state peli1) 1)
(if (and (objects_can_see_object peli1-biped1 hog1 45) (objects_can_see_object peli1-biped2 hog1 45) )
(begin
(objects_attach peli1 "cargo" hog1 "")
(sleep_until (= (unit_get_current_flashlight_state peli1) 0) 1)
(objects_detach peli1 hog1)
))
(if (and (objects_can_see_object peli1-biped1 hog2 45) (objects_can_see_object peli1-biped2 hog2 45) )
(begin
(objects_attach peli1 "cargo" hog2 "")
(sleep_until (= (unit_get_current_flashlight_state peli1) 0) 1)
(objects_detach peli1 hog2)
))
(unit_set_desired_flashlight_state peli1 0)
)

on your peli, put two markers, biped1 and biped2. put them a decent distance away, and on the back area. your peli's object name is peli1, the bipeds names are peli1-biped1 peli1-biped2 and the encounter is called encounter. Its setup to work with hog1 and hog2. When the flashlight is turned on, if either of those are between the bipeds it will attach. If they attached, it will wait until the peli's flashlight is turned off and then drop it. When hitting the end of the script, it makes sure the peli's flashlight is off to prevent it from looping and automatically picking things up as it flies by. Monitors are the best bipeds ive found, they work great for portable triggers (they are more accurate than cyborgs for some reason)


DAS_G_Lion
Joined: Dec 30, 2010

Wanted. Somebody to go back in time with me.


Posted: Jul 23, 2011 06:57 PM    Msg. 38 of 41       
Whoops. Lol. Still it was a good learning xp. It looks pretty much the same as the one I made from scratch, but I left out the ai look at object command which was my problem. But instead of attaching the bipeds directly to the pelican, I attached them to a invisible scenery object and then attached that to the pelican. Which seems to work quite a bit better. The reason I tried to do it myself was because I have never seen a map with this script.

Edited by DAS_G_Lion on Jul 23, 2011 at 07:37 PM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Jul 23, 2011 07:35 PM    Msg. 39 of 41       
Well, when objects are attached, I don't believe they send their locational information. and its not gonna attach on client computers unless you have a duplicate of the vehicle (run object_create on a client) because the host doesn't transmit vehicle names. The vehicles made by the host wont be named on the clients, and hence the clients wont know to preform the attach. Forcing the warthog to enter a seat on the pelican isnt any better, because hosts don't tell the clients what are in vehicles, so the clients have to put it in themselves, but for that they need named objects; the duplicates.

When you release the vehicle its location will sync, clients just wont know your carrying it. Of course, you can instead make it so instead of attaching, it sets a global variable, and you have a second script that attaches detaches then sleeps a second before repeating. then they would see the vehicle lagging through the air behind the pelican. Then set the variable to false at the drop part to stop the attach-detach loop.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jul 23, 2011 08:25 PM    Msg. 40 of 41       
Looks really great. However the surface of the water is far too ripple-ey to look realistic.


DAS_G_Lion
Joined: Dec 30, 2010

Wanted. Somebody to go back in time with me.


Posted: Jul 23, 2011 08:35 PM    Msg. 41 of 41       
Seeing that i was try to "re-invent the wheel" with the mobile trig volumes, can anybody tell me if a vehicle with multiple weapons (ex: Pelican with nose gun and missiles controlled by driver, and turret in the cargo bay controlled by a separate gunner.) has ever been successfully made?

Ive already finished it, and synced it on multiplayer, but i don't need to show you if its been done before
Edited by DAS_G_Lion on Jul 23, 2011 at 08:36 PM
Edited by DAS_G_Lion on Jul 23, 2011 at 08:36 PM

 
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