
xXR0B0STEELXx
Joined: Dec 27, 2012
↑ If only this avatar weren't upside down.
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Posted: Dec 29, 2012 09:21 PM
Msg. 1 of 26
Well, long story short, the normal way you lower your weapon isn't very effective compared to Halo 2's till Halo Reach's (to be honest, in its current stage Halo 4 is really bad at weapon lowering). I was wondering if it is possible to either import the scripts that allow the 3rd person animations from Halo 2 Vista (if there are any in the Vista version of the game), or if anyone has/can make custom ones for the standard weapon set in Multiplayer. I would attempt this myself, but I have issues with the 3D Model importer, and I also have limited knowledge with 3DS max, and know that you guys are much more talented than me at this. Thanks to any responses, and a Happy new year to everyone. 
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: Dec 29, 2012 10:09 PM
Msg. 2 of 26
like you are talking about having it so when you run for example your weapon is lowered and swaying and just in hand and it takes a ready animation like when you stop or first try to fire before you can actually fire the weapon?
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xXR0B0STEELXx
Joined: Dec 27, 2012
↑ If only this avatar weren't upside down.
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Posted: Dec 29, 2012 10:39 PM
Msg. 3 of 26
Quote: --- Original message by: eliteslasher like you are talking about having it so when you run for example your weapon is lowered and swaying and just in hand and it takes a ready animation like when you stop or first try to fire before you can actually fire the weapon? What I mean is when you have the gun lowered, while moving jumping, crouching or standing still, your gun is in both hands, in a relaxed position, but as soon as you are to throw a grenade, melee, enter a vehicle/operate a turret or fire your weapon, your gun will be brought up to the normal position. If you were to raise your gun by shooting your weapon, there would be no shooting delay, but your weapons accuracy will be slightly decreased until the animation is finished. This, I believe is how it works in Halo 2, and I think that it works great, though personally, I would have liked to not see a weapon on the screen when you lower your gun in Halo 2. But I'm not really bothered on how it works, all I want is the ability to toggle it on and off with a button on the keyboard, and to be able to run, jump, crouch and stand still with it.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Dec 29, 2012 10:44 PM
Msg. 4 of 26
By weapon lowered do you mean like this:  IMG was too big so I changed it. Edited by Spartan314 on Dec 29, 2012 at 10:47 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 29, 2012 10:44 PM
Msg. 5 of 26
I don't think there's a way to do that,like how it is in Halo 2. 314,that's what he's talking about. Halo1 Halo2  I don't think you can copy it exactly but I think you could use scripts to make the player do an alert carry animation that could be linked to the weapon label of the weapon. Edited by Dumb AI on Dec 29, 2012 at 10:52 PM
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xXR0B0STEELXx
Joined: Dec 27, 2012
↑ If only this avatar weren't upside down.
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Posted: Dec 30, 2012 04:53 PM
Msg. 6 of 26
Quote: --- Original message by: Dumb AI
I don't think there's a way to do that,like how it is in Halo 2. Edited by Dumb AI on Dec 29, 2012 at 10:52 PM You don't understand the power of Open Sauce.Open sauce can make a lot of stuff possible in Halo CE, and it may be able to allow it to work like in Halo 2.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 05:41 PM
Msg. 7 of 26
You don't understand the limits of OpenSauce. The power of OS can only go so far.OS is amazing and whatnot but it's not magic.
A few things you would need to make this work,with or without OS:
*3p animation limit increase (many animation slots are already filled in the cyborg animations) *a working set of scripts to bind the alert carry script command to a key *some way to sync it *modify the animation system to add weapon switching animations (every game since H2 has 3p weapon switching animations) *the animations (obviously)
Only features that I know that OS has: *more polygons and particles *shader_model extensions *ability to use shared cache files *ability to compile maps larger than 128 MB *additional script commands
I don't know if OS has ANYTHING that can helpful for copying Halo 2's alert carry system. Edited by Dumb AI on Dec 30, 2012 at 05:52 PM
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Dec 30, 2012 05:55 PM
Msg. 8 of 26
I did some lowering weapon h3ish style in a cinematic for Takedown: The Introduction.... lol
That's probably the only way you're going to be able to lower your weapon any other way then looking down.
You can have a biped be unarmed (hands to the side) and then put a rifle in the bipeds hands so that the weapon is to his side
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clonecam117
Joined: Dec 11, 2012
Now a professional VFX/particle effect artist.
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Posted: Dec 30, 2012 08:05 PM
Msg. 9 of 26
i know it's off topic kinda, but 343 said recently that the halo 4 weapon lowering will soon be improved with an auto-update, expect it mid-january
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 08:47 PM
Msg. 10 of 26
Unless I'm mistaken,the cyborg won't ever breath. An alert carrying statue.
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olly12345
Joined: Jul 30, 2008
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Posted: Dec 30, 2012 08:55 PM
Msg. 11 of 26
Quote: --- Original message by: Dumb AI Unless I'm mistaken,the cyborg won't ever breath. An alert carrying statue. Add the breathing on top of the lowering animation? Or can you do something like an overlay?
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Dec 30, 2012 09:21 PM
Msg. 12 of 26
Can you put an overlay on top of an overlay?
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Necromancer
Joined: Apr 23, 2012
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Posted: Jan 7, 2013 07:42 AM
Msg. 13 of 26
Quote: --- Original message by: clonecam117 i know it's off topic kinda, but 343 said recently that the halo 4 weapon lowering will soon be improved with an auto-update, expect it mid-january I just find it amusing how they said it would be easier than all other Halo lower weapon codes at launch when it was no different than Halo 3's crappy system. Also, they forgot Halo 2's one-button system and Reach's code that was easier than Halo 3's and didn't have the retarded jump.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 7, 2013 09:53 AM
Msg. 14 of 26
Import alert rifle animations, idle, move forward\right\left\back, look, crouch idle, crouch moving, crouch aiming, and move the gun to the lowered position in all of them, export, use animation editor to replace the old ones (after making a backup, of course) save. Then run a script like this (script continuous lowering_system (if (unit_get_current_flashlight_state (unit (list_get (players) 0))) 1) (unit_set_seat (unit (list_get (players) 0)) "alert") (if (unit_get_current_flashlight_state (unit (list_get (players) 0))) 0) (unit_set_seat (unit (list_get (players) 0)) "W-driver") ) This script says that if you're flashlight is on, then it plays the weapon lowered animations, and if it's off then it glitches the game into putting you back to normal, because it uses a void seat(W-driver can't be used unless you're in the driver seat of the warthog, if you're not and you tell the game you are it just sets you back to normal)
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 7, 2013 10:17 AM
Msg. 15 of 26
Have you actually tried this?
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 7, 2013 11:28 AM
Msg. 16 of 26
Yes, but i used a different animation set. Basic principle, though. And if you want him to move faster, then just use the stand runing animations and lower the gun and replace it with that, then just go into guerilla and change the walk forward speed under player control. Edited by grunt_eater on Jan 7, 2013 at 11:28 AM
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Ki11erFTW
Joined: Jul 4, 2009
You've seen nothing yet.
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Posted: Jan 7, 2013 06:18 PM
Msg. 17 of 26
Was it Open Sauce that added the Alert mode when pressing C? I was gonna say just replace one of the alert animations, but playing OS 3.1, it seems to be gone :(
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jan 7, 2013 06:29 PM
Msg. 18 of 26
Quote: --- Original message by: Ki11erFTW Was it Open Sauce that added the Alert mode when pressing C? I was gonna say just replace one of the alert animations, but playing OS 3.1, it seems to be gone :( That was the Recorded Animation strings.dll that did it. Anyways, what is it you're even looking for? pressing a button to aim down, idle a minute or so to aim down, etc.
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epicman
Joined: Jan 7, 2013
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Posted: Jan 7, 2013 10:10 PM
Msg. 19 of 26
why dont u just give the gun a set of animations like in rp_gamma_marine for example when holding the pistol in gamma marine u press x+w at the same time to make the character hold the gun to his head.(i think its meant to be a sulute)
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jan 7, 2013 11:20 PM
Msg. 20 of 26
Do YOU want to make a set of new animations for every weapon the default cyborg biped can use?
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xXR0B0STEELXx
Joined: Dec 27, 2012
↑ If only this avatar weren't upside down.
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Posted: Jan 8, 2013 02:06 PM
Msg. 21 of 26
My computer has issues with the HEK, but I would attempt it myself if it were possible on my computer, but you guys seem to know a lot about Halo CE, so I just wanted to see if it were possible, and/or if people would be kind enough to turn it into a small project to work on in their free time. But now some of you guys say that it may be possible, it would be nice to see who can do it, though I don't want to sound demanding, it's just a request. @Kirby 422 What I mean is when you press a button, your gun goes like this: 
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jan 8, 2013 02:29 PM
Msg. 22 of 26
What if there was a script that said: after a certain amount of time (10 seconds or something) the cyborg idle animation would be replaced with the alert animation. Goes back into idle when firing or crouching or grenade etc. Just an idea.
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xXR0B0STEELXx
Joined: Dec 27, 2012
↑ If only this avatar weren't upside down.
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Posted: Jan 8, 2013 02:38 PM
Msg. 23 of 26
I think it needs to be toggled with a button on the keyboard (the flashlight button for example), and when you do something (hitting the button again, shooting, melee-ing or throwing grenades)it should come back up.
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jan 8, 2013 09:50 PM
Msg. 24 of 26
Someone would replace the alert animations with something like this and then activating flashlight would turn the players animations to alert? or uhhh something. Hmmmmm. I'm honestly not sure if it's possible for MP lol
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jan 8, 2013 11:46 PM
Msg. 25 of 26
Oh, it is. As i said, I've done it. I just don't have the time to do the animations right now, because i'm preoccupied with other things ATM.
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xXR0B0STEELXx
Joined: Dec 27, 2012
↑ If only this avatar weren't upside down.
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Posted: Jan 9, 2013 01:03 PM
Msg. 26 of 26
Wait a second, don't the marines have alert animations? I just remember looking at a marine that had a shotgun in a lowered position. Can't you just copy them and fit them for the Spartan model? Edited by xXR0B0STEELXx on Feb 2, 2013 at 03:54 PM
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