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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »altis, bourrrin or anyone else pro in destructable vehicles

Author Topic: altis, bourrrin or anyone else pro in destructable vehicles (13 messages, Page 1 of 1)
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thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Feb 2, 2015 06:26 AM    Msg. 1 of 13       
i got a sick m1a1 that i will release.... its functioning currently as a vehicle but i need help if i am to make it blow up... anyone who contributed to the bigass map will be helpful as i was experementing wtih the falcon tags/script to see if i could make it blow up....... free tags for anyone whos interested in helping...


altis94
Joined: Oct 5, 2012

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


Posted: Feb 2, 2015 06:54 AM    Msg. 2 of 13       
Do you need it for sp or mp?


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Feb 2, 2015 07:18 AM    Msg. 3 of 13       
Quote: --- Original message by: altis94
Do you need it for sp or mp?
mp.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Feb 2, 2015 10:39 AM    Msg. 4 of 13       
Multiplayer maps and destroyable vehicles don't go well together, if I remember correctly.


altis94
Joined: Oct 5, 2012

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


Posted: Feb 2, 2015 10:48 AM    Msg. 5 of 13       
Yep. That's why for mp you need use scripts. Script removes a vehicle when it's shield is 0 and spawns a destroyed variation of that vehicle. When destroyed variation respawns, it gets removed and normal vehicle spawns again.

Just go here http://forum.halomaps.org/index.cfm%3Fpage=topic&topicID=47407


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Feb 2, 2015 12:09 PM    Msg. 6 of 13       
now everybody knows that tank health is replenished after 70 secs. GG ALTIS


A Juicy Frank
Joined: Oct 28, 2013


Posted: Feb 3, 2015 10:26 AM    Msg. 7 of 13       
Quote: --- Original message by: bourrin33
now everybody knows that tank health is replenished after 70 secs. GG ALTIS


But... the scripts don't make any indication about the vehicle's shield recharge rate, rather just what actions to take at 40% and 0% shield vitality. Stun time is taken care of in the collision geometry tag isn't it? Only the rippers would've known.


thellt
Joined: Feb 14, 2009

chiperdilly the great 1999-2017


Posted: Feb 4, 2015 03:27 AM    Msg. 8 of 13       
i figured it out after 3 nights of work. LOL thanks fr the help altis and everyone, i will tell you that i know that the bigass map has been relaeased at 2,104 beta. (with or without permission?) either way.... i got a custom map variant for you if i can get permission to release the same content only modified? plus a few things i added for bonuses im releasing the m1a1 tags as well. (non destructable as i chose the mp script version) anyways let me know what you think okay?


SGT Arroyo
Joined: Jul 23, 2014

golden


Posted: Feb 4, 2015 08:05 AM    Msg. 9 of 13       
Quote: --- Original message by: sparky

altis puts the destroyed vehicle models inside a separately-enclosed section of the bsp. I think the whole thing is silly -- no need to have two different vehicles; look at the wraith vehicle to see how to use destructible vehicles in single player, and for multiplayer, you don't really need scripting, but can use an effect tag to spawn garbage tags. I think there is a way to have vehicles and their collision models appear destroyed using vehicle animations, just like it is done with bipeds. Both are unit tags, so both should support that and have it synchronized over the net code.
Edited by sparky on Feb 4, 2015 at 07:49 AM
animations got nothing to do with destructability.


altis94
Joined: Oct 5, 2012

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


Posted: Feb 4, 2015 08:06 AM    Msg. 10 of 13       
Sparky has no idea what he is talking about.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Feb 4, 2015 11:27 AM    Msg. 11 of 13       
Quote: --- Original message by: sparky

altis puts the destroyed vehicle models inside a separately-enclosed section of the bsp. I think the whole thing is silly -- no need to have two different vehicles; look at the wraith vehicle to see how to use destructible vehicles in single player, and for multiplayer, you don't really need scripting, but can use an effect tag to spawn garbage tags. I think there is a way to have vehicles and their collision models appear destroyed using vehicle animations, just like it is done with bipeds. Both are unit tags, so both should support that and have it synchronized over the net code.
Edited by sparky on Feb 4, 2015 at 07:49 AM

Collision data doesn't sync over the Internet, only the vehicles location does which is why you delete and create vehicles to change their states.

Back for h2 coag almost 10 years ago now we had a whole convoluted system with projectiles creating vehicles on the server side to do re spawning. Good times.


Valentin
Joined: Jun 17, 2014


Posted: Feb 4, 2015 11:36 AM    Msg. 12 of 13       
Quote: --- Original message by: altis94
Sparky has no idea what he is talking about.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Feb 7, 2015 07:44 AM    Msg. 13 of 13       
Quote: --- Original message by: altis94
Sparky has no idea what he is talking about.


Neither does your mom.

Aaaaa finally got to use that line.

 

 
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