
grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 10, 2013 06:10 PM
Msg. 1 of 12
So, basically what i'm looking for is the ability to track a players projectile. Where it impacted, what it hit, anything i can get, really. I know with other programs you can do things like ray casting, but i don't know of anything for halo that does that kind of thing. So what i want to know is.
Is it possible?
How could i do it?
Would it sync online?
Would it be worth the effort?
Rules: No OS.
Thanks in advance to anyone that can answer any of the questions.
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Jul 10, 2013 06:46 PM
Msg. 2 of 12
Well from my perspective I have absolutely no idea what you want. Where it impacted? Isn't that what decals do? Are you talking about wanting a long-lasting contrail or what?
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 10, 2013 06:48 PM
Msg. 3 of 12
No OS???? There's a command just for that :'( luddite!
WAAAH!!!
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 10, 2013 07:05 PM
Msg. 4 of 12
What i want is the ability to detect where it hit, not to create effects, but to save the x y and z coordinates so i can place certain things there(IE teleporters, netgame flags, bipeds, or even use the coordinates to move an object there.) and detect what it hit so i can use that object for scritping purposes.
Sorry, OS for my computer is like flashing lights for an epileptic, it just ceases up :/ Edited by grunt_eater on Jul 10, 2013 at 07:07 PM
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 10, 2013 11:31 PM
Msg. 5 of 12
Yep, got firyscythe to help me and still got no results :/ i blame my computer, 'cause sauce can't help it. Lol.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jul 10, 2013 11:42 PM
Msg. 6 of 12
Well, I do know that a while back, IGM.Bitidork was doing a thing that could track one's projectile impacts when it hit something. I even used to have the source code, but that may take more digging than this machine can bear.
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Corvette19
Joined: Feb 27, 2007
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Posted: Jul 11, 2013 12:16 AM
Msg. 7 of 12
Quote: --- Original message by: Dwood Well, I do know that a while back, IGM.Bitidork was doing a thing that could track one's projectile impacts when it hit something. I even used to have the source code, but that may take more digging than this machine can bear. Been a while. Good to see you back.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jul 11, 2013 12:41 AM
Msg. 8 of 12
Quote: --- Original message by: Corvette19Quote: --- Original message by: Dwood Well, I do know that a while back, IGM.Bitidork was doing a thing that could track one's projectile impacts when it hit something. I even used to have the source code, but that may take more digging than this machine can bear. Been a while. Good to see you back. This place and modacity have died without me! So has Xfire. Half the people log in than used to. Edited by Dwood on Jul 11, 2013 at 12:42 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 11, 2013 10:27 AM
Msg. 9 of 12
Maybe if you make your impact effect create something like a weapon named/affilied to what people call "global variable" so you can reuse the markers from the created object through scripting.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 11, 2013 01:04 PM
Msg. 10 of 12
I already researched the portal gun, the way they did it is creating a map and then modifying the base code(C#/C++/whatever the map format is) to get the effect. I saw a tutorial, but i'm much more interested in learning to work with the engine then taring it apart and stuffing something else in that wasn't meant to be there.
As for making the impact effect create an object, if i could script attachments to unnamed tags that are randomly genorated, wouldn't it just be easier to use the projectile tag in the first place? I mean, if i could do that that would be great. But i don't know how to, much less if it's even possible. But if you could talk me through creating that, that would be awesome :D Edited by grunt_eater on Jul 11, 2013 at 01:05 PM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 11, 2013 01:08 PM
Msg. 11 of 12
Maybe you can affect a global thing to a projectile. It would be better because this way because you could make enough random projectiles to have separate reactions for each weapon
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 11, 2013 01:25 PM
Msg. 12 of 12
I understand what you're saying, but how would i go about setting a global to reference a tag?
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