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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Needle Rifle [WIP]

Author Topic: Needle Rifle [WIP] (9 messages, Page 1 of 1)
Moderators: Dennis

Spartan 2507
Joined: Aug 1, 2013


Posted: May 6, 2014 05:40 PM    Msg. 1 of 9       
Hi everybody, im working on the needle rifle, but i have some problems on that...

is mi first time, making fp animations, and i donīt know exactly how to do the "ammunition", i guess was made it correctly, but the needles not look attached at the weapon, i dont know why...

and another, how can i change the amount of needles for the "super-combined explotion"?

on the next video i show you the animations...

https://www.youtube.com/watch?v=FXbIawBO8lk&feature=youtu.be


PRPatxi
Joined: Oct 30, 2010

Dennis, free me from this suffering


Posted: May 6, 2014 06:18 PM    Msg. 2 of 9       
You should fix the sound as well.

I'm making a reach tagset, been working on them for the past 6 months. All anims are custom. If you wanna wait for them.
Edited by PRPatxi on May 6, 2014 at 06:19 PM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: May 7, 2014 12:51 AM    Msg. 3 of 9       
there are ways to go around it


rcghalohell
Joined: Feb 25, 2009

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


Posted: May 7, 2014 01:44 AM    Msg. 4 of 9       
yea that really sounds like it will stop a train, those sounds.... lol too intense


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: May 7, 2014 01:52 AM    Msg. 5 of 9       
Quote: --- Original message by: R93_Sniper
there are ways to go around it

Back when I was working on mine, there were some fundamentals down.
I think one of them was to get a couple of needles to be released on one shot? That way the number of needles needed for a super combine were still there.


A Juicy Frank
Joined: Oct 28, 2013


Posted: May 7, 2014 03:11 AM    Msg. 6 of 9       
If the supercombine limit can't be changed, then I'd also assume that having multiple projectiles per shot could achieve the same result. I can already see some problems should there be a scenario where, say, it takes 10 shots to supercombine, and you would want it to do so in 6, 7, 8, or 9 shots.


Just have the 'projectiles per shot' field be set to a number that will produce enough of them to pass the hardcoded value in the number of shots you want, and check the 'projectiles have identical error' flag.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: May 7, 2014 07:09 AM    Msg. 7 of 9       
Those anims actually look pretty good. Imo the origins could be fixed.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: May 7, 2014 09:42 AM    Msg. 8 of 9       
The rifle should move backwards a little faster when it's fired.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: May 7, 2014 10:45 AM    Msg. 9 of 9       
I feel like the spent ammo cell has too much velocity behind it when it ejects. Maybe the ejection could be a bit less violent: enough to get it clear of the chamber and out of the way, but not so much that doubles as an automatic pitching machine.

 

 
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