
A Juicy Frank
Joined: Oct 28, 2013
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Posted: Mar 21, 2014 07:58 PM
Msg. 36 of 65
The thing is recorded animations include directional information as well, so if the recording is made facing the eastern direction in the map, the rocket will take the incline toward the east regardless of what direction the rocket playing the animation starts from (the same direction the player & the launcher are facing).
Hmm... maybe a custom vehicle animation that only moves its top-most frame node relative to itself without affecting its world coordinates at all would be a better option than recorded animations. idk, I guess in the end it's all about whatever ends up working better.
@Masters Unfortunately, .projectiles created by an .effect tag do not retain their guided angular velocity- or at least I couldn't make it work for me. This has destroyed my attempt at recreating Reach's Plasma Launcher, and why we're relying on AI targeting.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Mar 21, 2014 09:02 PM
Msg. 37 of 65
iirc, you can use (sleep (recording_time rocket1)) or similar, don't remember the exact command.
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 21, 2014 10:50 PM
Msg. 38 of 65
Right now I'm working on the optical lens shader. I just downloaded OS and now I can't compile a map after I add something to a map from my tags (scenery). I just spent 3 hours looking for information on why and I couldn't find anything. No one was online at Korns website and I couldn't find anything useful on the OS website. Idk what 'Open Sauce IDE' is either, I can't find any documentation for it either. The OS website mentioned something about OS specific tags but it didn't say anything specific. Right now I just want to uninstall OS completely and never try it again  , but I know that that would be useless. Am I missing anything?
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 21, 2014 11:14 PM
Msg. 39 of 65
Couldn't you just have the rocket shoot out a vehicle/scenery playing a jma animation that flys into the sky - sleep until whenever - create a projectile with downwards velocity and then have it home onto whatever however you were doing it before?
P.S I have no idea what I'm talking about
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 22, 2014 12:23 AM
Msg. 40 of 65
that could replicate the Targeter in halo reach! Edited by Hell_Jumper_056 on Mar 22, 2014 at 12:24 AMI just had an idea, what if after the missile left the weapon, it switches to FP of the missile with the player controlling it? It might be harder to implement into a multiplayer game, but still a pretty cool idea right? I'm still rooting for the AI method though lol. Edited by Hell_Jumper_056 on Mar 23, 2014 at 02:35 AMI finally got OS to work, and I got the lens shader almost done. Doo you guys think that it should be darker, or have more black in general? https://www.facebook.com/photo.php?fbid=765868460091652&set=a.758105760867922.1073741825.746518345359997&type=3&theater This is not the model that will be used, I'm just using it as a reference for the marker and node locations. as you can see, the player has enough room to reload the missiles through the front, but it still should be possible to load through the back part behind the box (both work fine i think). I'm also thinking of adding the shrinking reticle to the 3d model of the weapon\hud , so I can link the heat to the cosine animations. I've also recorded the missile zooming sound, but still need to make the important launch sound 'G4H-DuSH' lmao. Edited by Hell_Jumper_056 on Mar 24, 2014 at 03:12 PM
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Mar 25, 2014 09:40 PM
Msg. 41 of 65
Happy spring break, gentlemen.
Here's a quick display of the launcher: http://youtu.be/9CzrLGrbl68
I'll be honest, I'm not sure sure I like the route I went when writing the scripts. Making the tracking dependent on the trigger being held- something like a 'charge' system seemed like a well enough idea at the time, but nearing the end I realized that it turned the whole system into a kind of domino effect, where there would be multiple adjustments needed to 'fix' something that was used to fix something else. Don't get me wrong, the thing works. I'm just pretty eh about the reloading animation problems that this system causes. I'll put the tags up once I clean up the scripts a bit (lack of comments, inconsistent spaces and tabs, unused variables and commands due to experimentation...)
Plus, I don't have enough understanding of animations to be able to fix problems when firing the thing while jumping, crouching, or looking at a certain angle. Oh, and the rocket's physics are acting up again. They keep getting caught on the floor when flying too low. The last rocket shot will show this I think.
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 25, 2014 10:07 PM
Msg. 42 of 65
That missile just keeps getting cooler and cooler!
Is there another method of locking on that won't cause the domino effect? And whats wrong with the reloading animations? I can't say that I saw anything wrong with them in the video, but the animations are triggered normally right? or are they triggered by scripts?.
I've been working on the FP animations but I've been having trouble setting up the bones (to be ready to animate them after Mootjuh finishes the model), and I don't understand how to convert them after they've become JMA files.
What do you mean when there are problems with the firing animations when the player jumps, crouchs and such? If it's using the exact ones that the original rocket launcher uses, then thats how it is. Most of the original animations have those problems, but I'm pretty sure that they can be fixed, but only by re-doing them from scratch (which is what I am going to do).
Right now I have darkened the lens texture and created the firing flash and smoke tags, and I added a light shader and light to the front, so when it's 'locking on' or generating heat, the light turns red.
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Mar 25, 2014 11:47 PM
Msg. 43 of 65
Well, if OS dependency still isn't an issue, I could make it so that the locking process is done automatically whenever the player has the weapon scoped (unit_data_get_integer (p0) zoom_level). Everything else would function normally, including the ammo system as I won't need to rely on aging the weapon to limit the number of 'shots' it has. The firing animation was made to be the overheated animation of the weapon, and the reloading animation was set to the o-h-s-exit. The weapon was made to not be able to start locking until both the rocket is no longer in use, as well as after 139 ticks since the initial firing (the length in ticks of the firing & reloading anims 28+111). Everything looks fine as long as the weapon is held out, but the player doesn't actually need to run the reload animation in order to fire the weapon again. Not the biggest of issues since it's nothing game breaking, but muh ocd. The stances just had a weird feel about them. The rocket would fire out of the side, or a bit higher or lower. Assumed it was the 3rd person animations, since the rocket is being attached to the 3rd person model. Playing Warface while typing. Sorry. Edited by A Juicy Frank on Mar 25, 2014 at 11:51 PM
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 26, 2014 12:05 AM
Msg. 44 of 65
https://www.facebook.com/photo.php?fbid=766519536693211&set=a.758105760867922.1073741825.746518345359997&type=3&theater I got a funny command line prompt after the first animation compile failed "not all animations were using the same node graph! import failed. ask jason to push you around in a wheel chair if you need it" The model now has it's own animations that work perfectly and are ready to be animated. Lmao Frank, I thought that it had to be OS no matter what? I upgraded to OS and I've gotten everything running smoothly (didn't know i had to add 'OS_tool' because I didn't see that os_tool had been added lmfao). I was originally hoping for non OS because I think that most people are still using non OS data and maps. But if you think that OS would be a better option, I'd say go for it. Should I add a frame (or does it need to be a marker?) to the first person model for you to fire the missile out of? I'm adding the overheated animation now. I could recompile every animation with the frame/marker and send it to you if you want to test with it.
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Mar 26, 2014 04:20 AM
Msg. 45 of 65
About the Tool error, and the wheelchair carnage;
Open the first JM# file in notepad; under admin privileges, copy the node list checksum from the second or third line down, and now paste it in the other JM# files; replacing the checksum numbers that once were. Recompile.
Edited by Hobbet360 on Mar 26, 2014 at 04:22 AM
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 26, 2014 05:35 PM
Msg. 46 of 65
so Hobbet360, I'm guessing that will overwrite the original list of nodes with the current ones? I got past the error by re-adding another animation to the overcharged one (which was originally from the plasma pistol).
lmao Mootjuh, I had no idea that making the model extremely high res then baking it was even a thing. It does make sense though! I can't wait to see how it well it turns out!
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 27, 2014 06:37 AM
Msg. 47 of 65
Sounds good to me! What about the flash light? will that be added to the helmet like covenant weapons? And what method of reloading are you considering? I think the weapon will have to be farther forwards if it's reloading through the back: https://www.youtube.com/watch?v=SWJ-zMBS0fM&feature=youtu.be
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 27, 2014 09:45 AM
Msg. 48 of 65
Quote: --- Original message by: Hell_Jumper_056Sounds good to me! What about the flash light? will that be added to the helmet like covenant weapons? And what method of reloading are you considering? I think the weapon will have to be farther forwards if it's reloading through the back: https://www.youtube.com/watch?v=SWJ-zMBS0fM&feature=youtu.be I'm not sure it'd have to be positioned farther forwards just because it's loaded through the back. For the animation, instead of having the ammo tube held via a clamp and some sort of locking mechanism that has to be folded out of the way, maybe you could have it screw into place instead. One way to approach the animation could be: •Lower the barrel until the weapon is almost vertical (barrel facing down), •Reach up and twist the ammo cylinder a few degrees •Pull spent cylinder out through back, with the piece that you have serving as a clamp simply functioning as a guide in this instance •Discard spent cylinder to the right. Edited by Echo77 on Mar 27, 2014 at 09:45 AM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 27, 2014 12:18 PM
Msg. 49 of 65
Quote: --- Original message by: Mootjuh I was thinking of a clamp AND twisting the ammo cylinder. The clamp would br there for safety purposes. I can't think of any realworld rocket launchers that use a claw-style clamp. It seems like it'd be another point for potential mechanical failure. Just having it be a simple, metal ring that guides the tube into the point where you screw it into place would make the most sense, I think.
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OHunterO
Joined: May 24, 2012
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Posted: Mar 27, 2014 10:47 PM
Msg. 50 of 65
You want this model?  Edit: Well, I will have to clean the model up first as it's old and has messy topology. Edited by OHunterO on Mar 27, 2014 at 10:48 PM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 27, 2014 10:53 PM
Msg. 51 of 65
Hnng. Take that, subtract one barrel, and upscale the remaining barrel appropriately, and you have best guided rocket launcher.
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 27, 2014 11:07 PM
Msg. 52 of 65
geez Echo77, that method of reloading is actually a pretty good idea. I might actually give you credit for that in the animations lmao.
and OHunterO You'll have to see what Mootjuh says, since he's in charge of making the model, texturing and rigging. I bet that it will give him some ideas on how to build it though, since the original pic is unproportionate (Mine had the side angular piece at the front sticking out sidways with a tracker built into it, poking out beside the barrel).
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Mar 30, 2014 07:17 PM
Msg. 53 of 65
Here we go- https://www.mediafire.com/folder/15jv4bd9y266p/HCE_Stuff I packed the tags for the launcher & rocket, a .yelo, and the script the map uses here.  There's two downloads there, one for the trigger system and another for a scope system, both requiring OS and are designed for single player gameplay. As usual, everything will need to be adjusted to best suit what gameplay is wanted, but at least this stuff is out there for others to improve on where I can't (like the rocket's physics getting caught on objects). Now, I'm on to making a non-OS version.
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 30, 2014 08:24 PM
Msg. 54 of 65
SWEET! I'll start working with this in an hour. I'm almost finished the missile for my launcher too: https://www.facebook.com/photo.php?fbid=768803989798099&set=a.758105760867922.1073741825.746518345359997&type=1&theater The wings on the 'Stalker' Missile individually unfold from the body after it's launched. I've gotten the missile launch and loop sounds to compile, but they don't ever play in game and IDK why... and I still have some more effect tags to make. Hey Mootjuh, are you going to want to use this missile? Or make your own? I'm still trying to figure out vehicle animations and physics... but I am ready to make the FP animations.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Mar 30, 2014 08:38 PM
Msg. 55 of 65
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Mar 30, 2014 08:38 PM
Msg. 56 of 65
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 30, 2014 08:52 PM
Msg. 57 of 65
Thanks DOOM899 but like I said, I can compile them and they will play in Guerrilla, but won't activate in game at all. I've attached them to a marker, and also to be activated by stuff, but still nothing. (then again, you could be right since other loop files work in game...hmm).
and thanks for the pics Echo77. Mootjuh's the one whose in charge of the textures and models. The ones I'm making are just a quick reference to get this weapon closer to it's release, but I'll definitely change it up after I configure the parts that A Juicy Frank just released.
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DOOM899
Joined: Jul 23, 2013
{DM} [gamesmaster] if i can ill help maybe
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Posted: Mar 30, 2014 09:32 PM
Msg. 58 of 65
I use it to get hd or good sounds in halo ce but that ok mate.. I help all I can Edited by DOOM899 on Mar 30, 2014 at 09:33 PM
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Mar 31, 2014 01:46 AM
Msg. 59 of 65
I've been looking through the .hsc file and I think that I have a decent grasp of it (with the awesome help of the notes left behind  ). I had trouble starting because I didn't know how to set up the encounters and such. So i got the scenario and from what I can tell, you told it to attack just about everything, as a possible target. I'm still figuring out the names of objects and such, but does it have to be a .yelo file? I add the -ex to tool but it still fails... so I can't seem to work around that. But I have gotten it to compile correctly (WOOT). This is the error I get from tool, but I think thats only because the -ex compile isn't working (so right now its a .map and not a .yelo). 03.31.14 01:29:51 tool pc 01.00.09.0620 ---------------------------------------------- 03.31.14 01:29:51 reference function: _write_to_error_file 03.31.14 01:29:51 reference address: 42ca20 03.31.14 01:29:51 WARNING: 1 clusters in structure_bsp levels\g4h-dush\g4h-dush have no background sound or sound environment. 03.31.14 01:29:51 recompiling scripts after scenarios were merged. 03.31.14 01:29:51 [b_homing_rocket_SCOPE_SYSTEM line 122] this is not a valid function or script name.: weapon_data_trigger_set_real rl 0 rounds_per_second upper 0.1) ;==Prevents rocket from firing again===\ (ps, I think I had WAY too much fun just flying around as the missile and running into targets lmfao!)
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A Juicy Frank
Joined: Oct 28, 2013
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Posted: Mar 31, 2014 04:43 PM
Msg. 60 of 65
Oh, yeah. Sorry about that. The encounter I have set up is 'e' for the encounter and 's' for the squad. In the encounter I have initially blind & deaf checked, but not braindead. The command (ai_attach bip1 e) then adds the bip1 biped to the encounter, and so on.  And because these ones use OS specific script commands, the scenario does need to be compiled as a .yelo. What I use is: os_tool build-cache-file-ex "" 0 0 1 ag\maps\b\b, just like Mootjuh said. It is pretty fun isn't it? Doing a TV missile next?
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Apr 1, 2014 11:48 PM
Msg. 61 of 65
lmao, I finally got it to compile! And I'm starting to under stand what you were meaning A Juicy Frank with the missile physics being weird. I'm starting to think that the orientation of the missile vehicle has something to do with the missile flying out of the player differently every time, or maybe that the node it's spawning in the player from moves with the animation. So I might make a node that sits perfectly still all of the time to see if that helps.
I can also see what you meant by the physics being weird too, like how the missile has a hard time hitting ground targets (It's perfect for aircraft though, I haven't had any problems with it in that aspect (i think it might have something to do with the velocity, or the limbo time it has after its launched, but before it starts tracking its target)). Edited by Hell_Jumper_056 on Apr 2, 2014 at 12:06 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 1, 2014 11:52 PM
Msg. 62 of 65
OS_tool build-cache-file-ex "" 0 0 1 levels\g4h-dush\g4h-dush
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Hell_Jumper_056
Joined: Jan 7, 2010
Halo: Accession
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Posted: Apr 2, 2014 01:36 AM
Msg. 63 of 65
do you know what the " 0 0 1 does (it wasn't listed in the OS site)? And I don't understand how to get past the:
04.02.14 03:01:13 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid animation_graph_unit_seat_block index in [#0,#1)
I finally got the model, collision and physics files working together with out errors, but I can never get an animation file to work past that point. any ideas? Edited by Hell_Jumper_056 on Apr 2, 2014 at 03:11 AM
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Apr 2, 2014 01:42 AM
Msg. 64 of 65
The "" is where the mod name would go. But its best to keep it "" for reasons. The 0 0 1 is what makes it a yelo.
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Taiwan123
Joined: Sep 15, 2013
A-Pu-Pu-Pue-Pue
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Posted: May 1, 2014 09:09 PM
Msg. 65 of 65
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