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»Forums Index »Machinima Forum »General Machinima Discussions »A way to Walk Slowly In Halo CE?

Author Topic: A way to Walk Slowly In Halo CE? (24 messages, Page 1 of 1)
Moderators: Dennis

Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 3, 2011 02:58 AM    Msg. 1 of 24       
Hello, i am planning on doing a little Machinima series using Halo CE, PC Version. I love Halo CE and to me its still perfect for making Machinima, especially thanks to this site.

However the only issue i have always had was, when you move around you can only run at full speed. Even when i plug an official Xbox USB controller in it has no sense of sensitivity, so i cannot simple walk slowly.

I was wondering if there were any ways to make my character walk slowly so their not always running at full speed. Especially when its supposed to be a calm scene lol

Thank you!


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 4, 2011 01:08 AM    Msg. 2 of 24       
Really? I didnt know i could do that. Ill give it a try. So i use the one from the Chief biped? As in the Singleplayer Chief? Also its been a while so how exactly do i switch animations?


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 4, 2011 04:01 PM    Msg. 3 of 24       
Umm, i have no idea what Animation is him walking. All these animation tags are confusing to me, i dont evne know which tag to open to alter. I mean i know experimenting helps but least point in a better direction please. lol


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 4, 2011 10:03 PM    Msg. 4 of 24       
Quote: --- Original message by: Hellblaze123
I was wondering if there were any ways to make my character walk slowly so their not always running at full speed. Especially when its supposed to be a calm scene lol

Thank you!

Yes you can. It requires issuing dev-mode commands while in the dev mode.

The command is unit_set_seat {objectname} "{seat}"

So if you have a named biped (named in Sapien) you use use the object's name then the "seat" or stance you want it to take. The stances are: alert, flee, crouch, stand

So if you want a biped with a name of marine1 to walk instead of run you would issue the command: unit_set_seat marine1 alert

If you want to set a player to walk then you have to reference the player in the command and the command is

For player 0: unit_set_seat (list_get (players) 0) alert
For player 1: unit_set_seat (list_get (players) 1) alert
For player 2: unit_set_seat (list_get (players) 2) alert
etc...

To get them to run again you need to issue the command using "stand"


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 4, 2011 10:33 PM    Msg. 5 of 24       
THANK YOU so much!!! I will now go have lot of fun doing that lol

I cannot thank you enough i have been wondering how to do this for years, and i mean YEARS, so its awesome to FINALLY get an answer.

Is this a recent thing or could you do this since like, few years ago when Halo CE was THE Halo Machinima? lol

EDIT: Im trying to code, and i must be doing something wrong. Do i need to put the players name in or what? Sorry but im really new to the code commands lol
Edited by Hellblaze123 on Sep 4, 2011 at 11:15 PM


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 5, 2011 01:06 PM    Msg. 6 of 24       
Quote: --- Original message by: Hellblaze123
EDIT: Im trying to code, and i must be doing something wrong. Do i need to put the players name in or what? Sorry but im really new to the code commands lol
No and I apologize I gave you an incomplete command.

To make a player (yourself) walk (assuming you are the only one int he level) you use

unit_set_seat (unit (list_get (players) 0)) alert

Keep in mid that not all weapon animations contain the walk animation. For example the pistol and Pulse Pistol don't but the AR does.


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 5, 2011 01:30 PM    Msg. 7 of 24       
Yeah i must be doing something wrong then. I'm typing it exactly how you have it, but all i get is "Request function "unit_set_seat (unit (list_get (players) 0))alert" cannot be executed now"

Can i only do this command before a game, im just so confused of what im doing wrong.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 5, 2011 11:51 PM    Msg. 8 of 24       
Quote: --- Original message by: Hellblaze123
Yeah i must be doing something wrong then. I'm typing it exactly how you have it, but all i get is "Request function "unit_set_seat (unit (list_get (players) 0))alert" cannot be executed now"

Can i only do this command before a game, im just so confused of what im doing wrong.
You MUST be in Dev-mode to execute commands.


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Sep 6, 2011 12:10 AM    Msg. 9 of 24       
Or at least have an AllDev program (like this one - runs on 1.09) running before initialising Halo itself.


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 6, 2011 12:15 AM    Msg. 10 of 24       
I have a DevMode program running, and i can use commands like debug_camera_save and such. Its just not letting me do the seat thing. Do i do it in game while playing?

Lately nothing seems to wanna work for me so idk what im doing wrong lol

Heck, i'll make a video of me typing the code to show you if i have to. Least then you can see if im doing something wrong lol


UBE Chief
Joined: Sep 28, 2009

Raising the bar, one kill at a time.


Posted: Sep 6, 2011 12:57 AM    Msg. 11 of 24       
Are you using the appropriate AllDev program for your version?

Bitterbanana's AllDev only works up to v1.08

E3P0's AllDev (the one I linked to) is for v1.09


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 6, 2011 01:40 AM    Msg. 12 of 24       
Yes im using a v1.09 version. And like i said my normal commands like debug_camera and the cheat commands work. So idk what im doing wrong, im typing the command exactly how he just showed. But it keeps telling me that same error.


Dr490nbr347h
Joined: May 28, 2011

Stealin yer Cookies.


Posted: Sep 6, 2011 05:25 AM    Msg. 13 of 24       
Sorry If I'm jacking this , But Is there a way to do It With your gun lowered?
Also Is there a way to lower you gun (Rifles Like AR) like in 3/Reach? (Not looking down with a Rifle).


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 6, 2011 12:28 PM    Msg. 14 of 24       
Quote: --- Original message by: Hellblaze123
"unit_set_seat (unit (list_get (players) 0))alert"

"unit_set_seat (unit (list_get (players) 0)) alert" you missed a space before "alert"


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 6, 2011 01:24 PM    Msg. 15 of 24       
Wait i see what i did wrong. Its not just the space for alert, but i was not typing the spaces within the code itself.

When i typed it int game i typed this:
unit_set_seat(unit(list_get(players)0))alert

Rather then how you typed it.

So what guns does this work with? And does it work with an unarmed biped?


Dr490nbr347h
Joined: May 28, 2011

Stealin yer Cookies.


Posted: Sep 7, 2011 05:33 AM    Msg. 16 of 24       
Hey , I found out that you can walk unarmed.

I just (Like 1 min ago) Went on rpg_beta6_2 (cause I was bored >:P)
Put in that command like Dennis said , and you can walk unarmed (becasue you can go unarmed on those rpg_beta maps >:D


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 7, 2011 01:20 PM    Msg. 17 of 24       
I just wish you could do it with a pistol, i mean unarmed is nice, but it makes getting a weapon bit tricky lol

Though can you have it set so unarmed IS a weapon that you can actually switch to? lol


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 7, 2011 05:07 PM    Msg. 18 of 24       
Quote: --- Original message by: Hellblaze123
So what guns does this work with? And does it work with an unarmed biped?
For the Cyborg, it works with the AR and unarmed. There are no "alert" animation graphs for other weapons.


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 7, 2011 06:23 PM    Msg. 19 of 24       
Oh ok, well actually Unarmed is not bad, i mean thats probably when i would have a character walking anyway, and with the riffle too so i can deal with that.

And this should work with any Bipeds i have right? so if im playing as a marine then i can do the same thing and it will work?

Im still very new to this, i touched on some things years back but never full got into it so i dont know a whole lot, and ive been trying to find tutorials on some basic stuff to make a Machinima. im not looking to add a ton of AI into the game right now, so ill deal with that when i get to it.


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 8, 2011 03:46 AM    Msg. 20 of 24       
Quote: --- Original message by: Hellblaze123
And this should work with any Bipeds i have right? so if im playing as a marine then i can do the same thing and it will work?
The Marine biped has alert animations for the Rifle (AR), Pistol and unarmed.


Aesthetics
Joined: May 3, 2011

A generally negative synonym for jötunn


Posted: Sep 8, 2011 06:18 PM    Msg. 21 of 24       
dennis, check your PM


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 8, 2011 07:26 PM    Msg. 22 of 24       
Lol so the marines get a Pistol alert but master cheif dont. lol

kinda sucks cause the AR looks so horrible when its pointed down lol
but i guess unarmed is ok then, there is a download for the unarmed tag so ill just get that.


Dr490nbr347h
Joined: May 28, 2011

Stealin yer Cookies.


Posted: Sep 9, 2011 05:01 PM    Msg. 23 of 24       
It Looks awesome when you Walk as a Elite. Awesome for Machininma to :)


Hellblaze123
Joined: Sep 3, 2011


Posted: Sep 9, 2011 07:43 PM    Msg. 24 of 24       
It's been a while since i played the game, but i could have sworn in the beginning you get a Pistol first, and there is a scene were you walk with it. I may be wrong, but does the single player biped any animations that the multiplayer does not?

 

 
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