A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Has anyone gotten a display to work with a secondary trigger?

Author Topic: Has anyone gotten a display to work with a secondary trigger? (8 messages, Page 1 of 1)
Moderators: Dennis

Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Mar 8, 2014 10:34 PM    Msg. 1 of 8       
Like in the title, has anyone gotten 2 separate ammo counters to work in one weapon file? Like the assault rifle counter, but for the secondary mode of firing? This is what I have so far:




The primary firing method works perfectly, and both smgs have their own separate reloading animations (which can be used even while the other one is firing!). But I can't get the secondary ammo counter to work at all. I have tried to add 4 shader premuations, as well as a separate shader counter for both and neither have worked. The black arts of halo mods says that a third digit may be used (like the flamethrower), but nothing about the secondary trigger.

The main thing that has me confused is how I also tried to output both displays from the secondary ammunition (so the counters would display the secondary ammo) and it still didn't work. This means that it is impossible to display the ammo from the secondary trigger for some reason.

Is there anyway to get this to work? I'm all out of ideas...


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 8, 2014 10:52 PM    Msg. 2 of 8       
Make new function in weapon tag that is identical to the one responsible for primary ammo. Then change some spare... whatever this thing is called:


And change "scale function by" to the letter you just set for secondary ammo. Then you just need an identical shader for ammo counter which uses this new function.
Edited by altis94 on Mar 8, 2014 at 10:52 PM


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Mar 8, 2014 11:01 PM    Msg. 3 of 8       
Like I said, I've already tried using the secondary ammunition function, but it doesn't seem to work at all. I set the secondary as the primary counter in the model, but it still doesn't work, while switching it back to the primary allows the primary to work. I have a feeling that the secondary ammunition doesn't work at all, because the Black arts of halo mods mentioned how there was something about the A function with ammo counters... idk.


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 8, 2014 11:05 PM    Msg. 4 of 8       
Oh, I should read more carefully...


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Mar 9, 2014 12:02 AM    Msg. 5 of 8       
lmao its okay. I've done that before too... lol.


AlekosGR
Joined: Aug 13, 2013

ACE Moding Team (Azura Computer Entertainment)


Posted: Mar 9, 2014 01:14 AM    Msg. 6 of 8       
Well, wouldn't it be easier if you could add a different shader to the scope in 3ds max/gmax and configure each one seperately?


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Mar 9, 2014 12:20 PM    Msg. 7 of 8       
You notice how in the ammo display shader, it has no source function block? Even if you have a second copy of that shader, how is it going to know to not display the same as the first one?

So, you have a few options. Change how the shader shows the bitmaps (honestly, its not reasonable, but it will do the job fine), or use something other than numbers (make ammo meters on the screens),

So, for changing how the shader displays the bitmaps, rather than having the one bitmap with multiple bitmaps in it, have all those bitmaps as one long strip, and use the shader animations to change between what number should be displayed. This wont be as usable as the default method, but you will be able to directly associate each shader with its own function and have full control over it.

Quote: --- Original message by: Mootjuh
Needs to wait till Korn releases Ammo Control in OS. Atleast that's what Kirby said to me.

.............
I talked about having proper dual wielding, that when you pick it up, to properly load the ammo, you want ammo setting commands. But, this, where as far as you can tell from anything, he intends to have it as a single weapon at all times, how would that help?......


Hell_Jumper_056
Joined: Jan 7, 2010

Halo: Accession


Posted: Mar 9, 2014 08:34 PM    Msg. 8 of 8       
Right now I want these to be a single weapon, because the player will be on the move, and wont have time to decide which weapon combo he wants. So when he picks up this one weapon, its all ready to go. It will be rather strong to represent how bad ass Spartans really are.

and what do you mean Kirby? Isn't the shader animations already being used with the ammo counters? I'm not using OS by the way, but I might at some point.

And thank you guys so much for posting. I love this community!
Edited by Hell_Jumper_056 on Mar 9, 2014 at 08:51 PM

 

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 2:09 PM 141 ms.
A Halo Maps Website