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Author Topic: rope\chain in halo ce. (5 messages, Page 1 of 1)
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grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 30, 2012 03:48 PM    Msg. 1 of 5       
i was wondering if it was possible to make a material in halo's engine that would act like a rope of sorts. Where you could attach it to a marker on a piece of scenery suspended high above the ground, and then attach something like a warthog to the other end and hit it back and forth while it swings, like it would in reality. It doesn't have to be a warthog, just an object of some sort that you could hit back and forth.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 30, 2012 04:22 PM    Msg. 2 of 5       
Possible, yes. Reasonable, not really. The closer to get it to reality, the more foolish it becomes. If you just want a object suspended between two that wiggles when hit, sure, easy, just a object between those things with its hurt animation as shaking.. Want something that can coil on the ground and bend around corners, or react to exactly where or how you hit it.... have fun with all those objects and scripts *shrug*


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 30, 2012 06:47 PM    Msg. 3 of 5       
Hmmmm. Well would it be possible to make a pendulum effect on something where if you hit it from any angle it swings the opposite direction that you hit it? and then make it so that the more instantaneous acceleration there is in the damage effect that connects with it the farther it swings. like this

one marker here
--------------\/
--------------0------------




--------------0
--------------^
and another one right here

Then set it so the bottom one is a child node of the top so when the top turns in any way the bottom moves the same way, but is exaggerated greatly. So say we hit it on this side


--------------0------------




--------------0 <-

Then the transition would be like this

--------------0------------




---------o

And the animation would be it swinging less and less each time it swings and eventually stopping, then each one would be an overlay, so if you hit it once from one side then again from a slightly different angle it would play the other animations while finishing the first so it would look right. Then put a marker where each node is and make a new widget that looks like a cable and attach each end to each marker, now attach said warthog or something to the bottom marker and it would look right, right? Or is there a better way of doing it?


Edit: or what about a vehicle that hovers, with one mass point on the top marker so it hovers from there, but if you hit it the bottom swings.
Edited by grunt_eater on May 30, 2012 at 07:02 PM


olly12345
Joined: Jul 30, 2008


Posted: May 31, 2012 03:31 AM    Msg. 4 of 5       
Attach like 10 very small vehicles to each other using an object attach script, then have the pendulum as another vehicle.
Idk if that would work though.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 31, 2012 09:26 AM    Msg. 5 of 5       
I'd say no, because each one would be slaved to there parents movement, up 'till the very last one, which would just make the one at the top of the list the one that would move all of them. They would be able to rotate or anything, to make a rope effect, because there parents wouln't let them.

 

 
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