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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Weapon troubles

Author Topic: Weapon troubles (5 messages, Page 1 of 1)
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Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jul 27, 2015 07:40 AM    Msg. 1 of 5       
I'm working on an M98b and i got it ingame and whatnot (huzzah!)
BUT there are a couple problems.

1. The collision model doesn't work. It acts as if there isn't one, and sticks through the ground

2. I can only pick it up once, and it only fires once. After that it just plays the idle animation, even if I switch away and back, which should play the ready animation.

Any help would be greatly appreciated.


Tnnaas
Joined: Jan 3, 2015

Venez voir maman. Avatar credit: kevinsano


Posted: Jul 27, 2015 09:52 AM    Msg. 2 of 5       
Quote: --- Original message by: War Master V
I'm working on an M98b and i got it ingame and whatnot (huzzah!)
BUT there are a couple problems.

1. The collision model doesn't work. It acts as if there isn't one, and sticks through the ground

2. I can only pick it up once, and it only fires once. After that it just plays the idle animation, even if I switch away and back, which should play the ready animation.

Any help would be greatly appreciated.

Do you have a ground point marker with your mesh? Look at the weapon models that came with the game to see what I'm talking about and how best to make it work with your weapon.
You can also add one in guerilla if you don't want to re-export your mesh, but this method isn't preferred.
Edited by Tnnaas on Jul 29, 2015 at 11:10 AM


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jul 27, 2015 02:55 PM    Msg. 3 of 5       
Quote: --- Original message by: Tnnaas

Do you have a ground point marker with your mesh? Look at the weapon models that came with the game to see what I'm talking about and how best to make it work with your weapon.
You can also add one in guerilla if you don't want to re-export your mesh, but this method isn't preferred.


You know what, that's probably it. I haven't worked with CE in so long that I completely forgot!

I'll report back.


Bungie LLC
Joined: Dec 29, 2013

friendly neighborhood contrarian funposter


Posted: Jul 29, 2015 10:17 PM    Msg. 4 of 5       
Let's start off with the most common areas that could be causing your weapon animation glitch.

What label is the weapon using for the biped's thirdperson animations? I assume since it's a sniper, it would be using "sr" if you're using the default label system. If that is the case, try using another weapon that uses the label "sr" and see if the same issue is recreated. If not, and other sniper weapons work fine with the label, the issue probably isn't with your biped's model animations.

Next, try providing a direct copy of the .weapon file itself. If possible, I'd like to have a look at the .weapon's definition file and see if you've put anything inside of the tag itself that would cause things to act out of order. If so, I'll get back to you and let you know if anything seems oddball, or could otherwise be a direct cause of your issue.

Lastly, if the above other two checks fail, it's probably something wrong with your weapon's first person animations. Since I myself am not familiar with weapon animation tags, or .model_animations in general, I don't know how much insight I would be able to provide other than making sure that the animations themselves are in the proper label fields, and that OS-based permutations are denoted by a "%#", with '#' being replaced with the permutation number. Though, this likely wouldn't be the cause of the problem, as most of the time it's the animation data itself that needs to be fixed or tinkered with. Perhaps, though unlikely, it could have something to do with the weapon's thirdperson animations themselves? But that would assume you even went through the hassle of setting those up.


Roushyy
Joined: Jun 25, 2015

Character animator.


Posted: Jul 29, 2015 10:43 PM    Msg. 5 of 5       
Quote: --- Original message by: Bungie LLC
-snip-


1. At the moment I'm just trying to set up the weapon in FP so I haven't defined anything for third person.

2. I'll send it over PM. You might want to scan over the magazine/triggers area, I haven't worked with the HEK in a while and may have missed something there.

3. It's possible to use animation variants (name%0, name%1) with the stock HEK. AFAIK nobody really bothers with it because it's just more work, but it's not my style to go for par.

4. Again, since I'm just trying to get it to work in FP right now before I finish the animation set, I haven't made or defined anything for third person.

 

 
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