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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Can An FP Animation Play When Activating The Flashlight?

Author Topic: Can An FP Animation Play When Activating The Flashlight? (9 messages, Page 1 of 1)
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Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 22, 2013 06:01 AM    Msg. 1 of 9       
I may want to use equipment instead of the flashlight, but is it possible (without OS) to play an animation when pressing the flashlight?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: May 22, 2013 06:28 AM    Msg. 2 of 9       
I think the AR has an animation for it in the .model_animations tag but I've never figured out how to trigger it.

E: just checked, first-person light-off is what it's called.
Edited by UnevenElefant5 on May 22, 2013 at 06:29 AM


CorpseManTS
Joined: Nov 16, 2008

Sorry, I cant hear u with my bullet in your mouth!


Posted: May 22, 2013 08:09 AM    Msg. 3 of 9       
i've heard it can be done via scripting, but i think that was for 3p anims...


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 22, 2013 09:47 AM    Msg. 4 of 9       
Okay. Basically, you'd need the equipment throw animation for each fp model animation. But I've talked to Kirby about this before and he says that the reason that animation was never used is because there are certain parts of the game that weren't finished. You can't script fp model animations, either. and i don't believe you can set it up in guerilla. Sorry, man. It's an OS only thing :/


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 22, 2013 05:33 PM    Msg. 5 of 9       
Not true, i already have a system for it without OS working to be featured in an upcoming map. It just takes some creativity, people. Lol.


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 22, 2013 06:36 PM    Msg. 6 of 9       
If you using something other than actual .equipment, like a weapon that detonates itself, or a trigger volume (which basically means the equipment is pointless if someone has explosives around it), It will work fine without OS.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: May 22, 2013 06:53 PM    Msg. 7 of 9       
Quote: --- Original message by: kirby_422
If you using something other than actual .equipment, like a weapon that detonates itself, or a trigger volume (which basically means the equipment is pointless if someone has explosives around it), It will work fine without OS.


I plan to use a .weapon that works similarly to the oddball. when you fire it, it emmits a projectile, which then spawns a .equipment tag that is either a power drainer, or gravity lift, ect.


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: May 22, 2013 07:26 PM    Msg. 8 of 9       
Better way is to do it with scripting. You walk through a trigger volume, it sets a global to a number, that number determines which power up you have. Once it's set then it checks when you turn on your flashlight, checks the number to know which effect to play, each effect spawns a different equipment, plays the effect, flips your flashlight off and sets the global to 0 again making it so you can't do it again. This mixed with Kirby's player detection\armor abilities script works really nicely...


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: May 22, 2013 07:36 PM    Msg. 9 of 9       
having a trigger volume makes it inaccurate if its bounced away by explosives. Honestly, best way would be with the disposable weapon, since you can switch over to it to see what you have, swap it out nautrally without having to script it, etc.

 

 
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