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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »[HELP]Add 2 more grenades with Guerrilla

Author Topic: [HELP]Add 2 more grenades with Guerrilla (19 messages, Page 1 of 1)
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YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Jan 18, 2012 12:31 AM    Msg. 1 of 19       
How do you do with Guerrilla? I may have forgot but it was on globals.globals? I wanna add spike grenade without replacing the grenades.

BTW I'm still a newbie. :D


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 18, 2012 02:27 AM    Msg. 2 of 19       
The base Guerilla has restrictions that doesn't allow you to add more than two kinds of grenades. I haven't been in this community for a while, but I think Open Sauce might allow additional grenade types. I'm not sure whether it's a feasible option yet, though; wait for someone to come into this thread and disprove me.


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Jan 18, 2012 12:41 PM    Msg. 3 of 19       
Hey go to: globals folder and open "globals.globals". Go to "Grenades" category and change the value in "mp spawn default".(If you want you can change the limit of grenades in "maximum count" Hope this help
Edited by NOBLE_X6 on Jan 19, 2012 at 05:44 PM


YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Jan 18, 2012 06:16 PM    Msg. 4 of 19       
Quote: --- Original message by: NOBLE_X6
Hey go to: globals folder and open "globals.globals". Go to "Grenades" category and change the value in "grenade count". Hope this help


Where's the grenade count? Sorry but please specify the name because I cannot find it.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 18, 2012 07:21 PM    Msg. 5 of 19       
I'm pretty sure that only changes the amount of grenades you start with; it will not change the number of types of grenades that you have.


YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Jan 18, 2012 07:43 PM    Msg. 6 of 19       
Quote: --- Original message by: Gamma927
I'm pretty sure that only changes the amount of grenades you start with; it will not change the number of types of grenades that you have.


That's what I was thinking too...


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 21, 2012 07:01 PM    Msg. 7 of 19       
could you give other grenades to ai and just pick them up?


YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Jan 21, 2012 08:28 PM    Msg. 8 of 19       
Really? I saw a video that had a spike grenade in the third spot with the Halo 3 hud. If only I could find it.

http://www.youtube.com/watch?v=T9khsfjm3zI
Edited by YoGamerProductionz on Jan 21, 2012 at 08:42 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 21, 2012 10:16 PM    Msg. 9 of 19       
Gamma edited the HUD bitmaps himself to do that.


YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Jan 21, 2012 10:27 PM    Msg. 10 of 19       
Quote: --- Original message by: Spartan314
Gamma edited the HUD bitmaps himself to do that.


Oh.


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Feb 8, 2012 12:42 PM    Msg. 11 of 19       
I seem to remember Kornman saying somewhere that adding of more than 2 grenade types made saves incompatible or something along those lines - basically a no from an OpenSauce perspective.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 8, 2012 01:53 PM    Msg. 12 of 19       
a good while ago i asked about how to have 3 weapons, i was told one way was to check a box in the weapons tag that apparently forced the weapon to be picked up.
i never did actually try it as i was told to use the ball tag as reference, but wasn't told specifically what i was looking for. so i forgot about it and modelled.
why would this forcing a weapon pick up not work for extra grenades too
providing what i was told was right?


Diaboy
Joined: Jan 24, 2011

A self-fulfilling prophecy of endless possibility


Posted: Feb 8, 2012 04:45 PM    Msg. 13 of 19       
Thats true, but then surely the extra grenade would work through being a weapon as opposed to the standard grenade dialogue?


adolif2
Joined: Apr 27, 2011

Karma changes people.


Posted: Feb 15, 2012 02:07 AM    Msg. 14 of 19       
This may be considered bumping, but it's only the 15th and the question remains unsolved.

Anyway, many games make grenades in the same category as weapons. Doom 3 is a good example.

To add a new grenade type without removing weapon slots, try this:

If it's a single player map, remove all instances of "player starting profiles" from the scenario. This forces the map to load weapons from the player biped. Be aware, two of the default single player maps require you to recompile the scripts from Zteam's source when you do this.

If it's a multiplayer map, remove all instances of "starting equipment" from the scenario. This also forces the map to load weapons from the player biped.

Then, edit the player biped to add an extra weapon (bipeds can hold up to four weapons).

The extra weapon you add can then be a grenade launcher/thrower weapon with a limit of four rounds.


ally
Joined: Jun 23, 2010

Aye Ready


Posted: Feb 15, 2012 04:08 AM    Msg. 15 of 19       
cheers adolif2, good info right there.


game user10
Joined: Dec 9, 2011

Who is the Overseer?


Posted: Feb 15, 2012 07:58 AM    Msg. 16 of 19       
Or you could just check either the "doesn't count towards maximum" flag or the "must be picked up" flag in the weapon tag...


adolif2
Joined: Apr 27, 2011

Karma changes people.


Posted: Feb 15, 2012 08:13 AM    Msg. 17 of 19       
@game user10

There is a major problem with that method.

Using those two options together makes it so that you can't drop, swap, or change the weapon once you pick it up. If you have more than one kind of weapon in the map with those options enabled, then it's pretty darn easy to use up all of your weapon slots without being able to swap the weapons (bipeds are limited to four weapon slots, so you can't just keep picking up more and more weapons).

When it comes to having one or the other set, rather than having both set, using the "doesn't count toward maximum" flag chews up weapon slots, and the "must be picked up" flag forces you to pick up any weapons you walk over.

They may not be *so* bad in single player, but they're very harmful in multiplayer. The oddballs and flags take up weapon slots, so if all four weapon slots are in use, you can't pick up an oddball or flag (they use the "must be picked up" flag, so you can't pick them up the normal way).

Long story short, if you're holding 4 weapons, two normal and two "additional" ones, then you can't pick up the oddballs or flags.

It may be possible to drop the weapons if you get into a vehicle when the "must be readied" option is checked....but why bother?
Edited by adolif2 on Feb 15, 2012 at 08:25 AM


NOBLE_X6
Joined: Jun 11, 2011

:PCtrolling:


Posted: Feb 15, 2012 02:09 PM    Msg. 18 of 19       
For the next time you're going to reply use Quote.


YoGamerProductionz
Joined: Dec 21, 2011

I'm back and a noob at modding :(


Posted: Feb 16, 2012 10:01 PM    Msg. 19 of 19       
Quote: --- Original message by: adolif2
This may be considered bumping, but it's only the 15th and the question remains unsolved.

Anyway, many games make grenades in the same category as weapons. Doom 3 is a good example.

To add a new grenade type without removing weapon slots, try this:

If it's a single player map, remove all instances of "player starting profiles" from the scenario. This forces the map to load weapons from the player biped. Be aware, two of the default single player maps require you to recompile the scripts from Zteam's source when you do this.

If it's a multiplayer map, remove all instances of "starting equipment" from the scenario. This also forces the map to load weapons from the player biped.

Then, edit the player biped to add an extra weapon (bipeds can hold up to four weapons).

The extra weapon you add can then be a grenade launcher/thrower weapon with a limit of four rounds.


Cool. I'll try when the dang flying biped fixes.

 

 
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