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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »is sprint script/animation actually posible?

Author Topic: is sprint script/animation actually posible? (15 messages, Page 1 of 1)
Moderators: Dennis

edasert
Joined: May 1, 2013


Posted: May 1, 2013 05:13 PM    Msg. 1 of 15       
I think that someone should do it on opern sauce and also that you can see your own legs in the game.


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: May 1, 2013 05:24 PM    Msg. 2 of 15       
Could you be more specific? It IS possible to have FPL in Halo CE and it HAS been done before. It's also possible to make sprint in Halo CE and it has been done before, however, it's not how you think. http://www.xfire.com/video/4e1a3f Anybody can apply some sort of "sprint" script to the biped to speed up the movement but the animations are a different story. I say that because it IS possible but it's whether or not you feel like doing it or would find the end results to be worth all the work that you should be aware of.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: May 2, 2013 06:24 AM    Msg. 3 of 15       
Sprinting in haloce is possible without open sauce... Want proof... I haven't got any. When I get the time i will throw it together and chuck it up on youtube.... www.youtube.com/user/hobbet360

Hmmm... Screw if I have the time... Me makes now!

Be back later XD

Edit - Q to sprint or crouch to sprint... Q is my standard armour ability button.
Edited by hobbet360 on May 2, 2013 at 06:25 AM


edasert
Joined: May 1, 2013


Posted: May 2, 2013 12:27 PM    Msg. 4 of 15       
yes i thinked that it should be in the Q key and then change it to any other you want in the controls options ( for example shift wich is the most usual ).

sorry about my gramatical errors i'm from spain.
( i'm learning english... XD )
thank you both for the reply to my topic!


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: May 3, 2013 08:08 PM    Msg. 5 of 15       
Via scripting is my way. I don't know how to use functions yet.

Ever since I read through SeantheLawn's armour lock script, I have been thinking out of the box for the rest of the Halo reach power ups (without OS), so far I have made...
-jetpack (FP and 3P) (needs perfecting) - anyone got Hr spartan with jetpack biped? Or hr jetpack textures?
-Invisibility. (Needs perfecting)
-Drop shield works the same way as invisibility.

I started sprint just last night, worked on it for 5 minutes... Tagged it all, ill script it all later, then showcase all of the Hr stuffs on mah youtube channel to make me not sound so uppity.... Which I do a lot XD


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: May 4, 2013 04:32 PM    Msg. 6 of 15       
if you add sprint I will kill you!


rcghalohell
Joined: Feb 25, 2009

I can jump?Weeeee (pop!) (No1 heard from it again)


Posted: May 5, 2013 12:21 AM    Msg. 7 of 15       
idk where u are, but I will look for you, I will find you, and I will tbag you. :D


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 6, 2013 12:14 AM    Msg. 8 of 15       
Didn't read anything but the title and first post. Don't need open sauce, just stander CE. Make you're animation. Make sure that the animation has the movement you need, In this case forward, and export it as sprint.JMA. Compile it and make node list checksome the same as the players. Save it to "characters\armor-abilities" name it sprint and run the script.
(script continuous sprint
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 0)) 1))
(custom_animation (unit (list_get (players) 0)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 1)) 1))
(custom_animation (unit (list_get (players) 1)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 2)) 1))
(custom_animation (unit (list_get (players) 2)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 3)) 1))
(custom_animation (unit (list_get (players) 3)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 4)) 1))
(custom_animation (unit (list_get (players) 4) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 5)) 1))
(custom_animation (unit (list_get (players) 5)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 6)) 1))
(custom_animation (unit (list_get (players) 6)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 7)) 1))
(custom_animation (unit (list_get (players) 7)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 8)) 1))
(custom_animation (unit (list_get (players) 8)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 9)) 1))
(custom_animation (unit (list_get (players) 9)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 10)) 1))
(custom_animation (unit (list_get (players) 10)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 11)) 1))
(custom_animation (unit (list_get (players) 11)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 12)) 1))
(custom_animation (unit (list_get (players) 12)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 13)) 1))
(custom_animation (unit (list_get (players) 13)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 14)) 1))
(custom_animation (unit (list_get (players) 14)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 15)) 1))
(custom_animation (unit (list_get (players) 15)) "characters\armor-abilities\sprint" "sprint" 1))
(begin
(sleep_until (unit_get_current_flashlight_state (unit (list_get (players) 16)) 1))
(custom_animation (unit (list_get (players) 16)) "characters\armor-abilities\sprint" "sprint" 1))
)

Now, this script checks each players flashlight. If it's on, they play this animation, if not, they don't. If you wanted to be really fancy you could use the "player_enable_input <Boolean>) command to make it so they couldn't shoot, but whatever. Anyway, that's pretty much it.


Edit: I'll go make it with a simple animation to test my method.
Edited by grunt_eater on May 6, 2013 at 12:23 AM


edasert
Joined: May 1, 2013


Posted: May 7, 2013 04:59 PM    Msg. 9 of 15       
Ok if you do make a video about a demostration
Edited by edasert on May 7, 2013 at 05:00 PM


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: May 7, 2013 05:51 PM    Msg. 10 of 15       
Wasn't it that actions bound to the flashlight always had a duration of 10 seconds due to how the flashlight was coded?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: May 7, 2013 06:16 PM    Msg. 11 of 15       
Who can run for more than ten seconds anyway?


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 7, 2013 07:40 PM    Msg. 12 of 15       
Quote: --- Original message by: Maniac1000
Who can run for more than ten seconds anyway?


:)


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: May 7, 2013 10:07 PM    Msg. 13 of 15       
Quote: --- Original message by: UNDEROATH RMT
Aren't 5 seconds of sprint?

That limit is only an excuse to not have a longer sprint time.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: May 10, 2013 05:39 AM    Msg. 14 of 15       
Quote: --- Original message by: SilentJacket
Wasn't it that actions bound to the flashlight always had a duration of 10 seconds due to how the flashlight was coded?


You don't need to do it this way. Just use a global timer, that slowly recharges like it does in Reach... Same way I did it with the jetpack and how Sean did it with the armour lock.

Also... Sorry I have been away... In the outback for a week canoeing with friends. XD


AllySuzumiya
Joined: Feb 27, 2013

"Kotae wa itsumo watashi no mune ni.."


Posted: May 10, 2013 12:26 PM    Msg. 15 of 15       
Quote: --- Original message by: UNDEROATH RMT
Aren't 5 seconds of sprint?


That's grif's excuse for not running with the rest of the red team during conditioning.

 

 
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