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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »The needler - questions

Author Topic: The needler - questions (16 messages, Page 1 of 1)
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Tom638
Joined: Dec 7, 2014

H5 was a dissapointment


Posted: Aug 3, 2015 07:19 AM    Msg. 1 of 16       
I'm wondering if it's possible to enable AI super-combining players with the needler and panicking when they have multiple needles attached to them. <-- I know they already do this but I'm making a custom projectile and have no idea how to implement this.


EmmanuelCD
Joined: Jan 7, 2015

End my suffering


Posted: Aug 3, 2015 02:18 PM    Msg. 2 of 16       
Quote: --- Original message by: Tom638
I'm wondering if it's possible to enable AI super-combining players with the needler and panicking when they have multiple needles attached to them. <-- I know they already do this but I'm making a custom projectile and have no idea how to implement this.


Please explain yourself, Besides i think its has something to do with flaming death in the damage effects


xnx
Joined: Feb 12, 2013

h2 marine anims or i detonate the vest


Posted: Aug 3, 2015 03:48 PM    Msg. 3 of 16       
To get AI to panic and run in circles, check the "causes flaming death" box in the damage_effect tag. Also I'm pretty sure that the AI can already supercombine players after 7 needle shots but I could be wrong. Set the needle detonation time to something like 60 seconds to test it out.


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Aug 3, 2015 05:03 PM    Msg. 4 of 16       
I thin he means he wants the AI to actively try and get seven needles in enemies. Grunts usually seem to fire three needles, pause, and then fire three more, when they should be spamming needles. You probably just need to edit the firing parameters in the AI for this.


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Aug 4, 2015 05:36 AM    Msg. 5 of 16       
Yep, just change the rate of fire and burst lenght and they will just shoot the whole needler magazine


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 5, 2015 02:33 PM    Msg. 6 of 16       
AI can't supercombine you anyway, no matter their rate of fire. As long as you are alive, and you play with your character, you won't be supercombined by AI. You can, however, be supercombined AFTER death, or be supercombined if you bump possess an AI character, and if enough needles stick to your dead corpse, you will explode.
Edited by rododoonceagain on Aug 5, 2015 at 02:33 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 5, 2015 07:22 PM    Msg. 7 of 16       
I've always wanted the air to be able to super combine you, I liked they could do it in h4 a lot. I bet if you disabled player physics it would work.


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 6, 2015 03:37 PM    Msg. 8 of 16       
Quote: --- Original message by: Masters1337
I liked they could do it in h4 a lot


I hated every single moment of it. And that's precisely the reason for which I'd implement it if only I could.

Quote: --- Original message by: Masters1337
I bet if you disabled player physics it would work.


Probably. Never tried, though.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 7, 2015 08:47 AM    Msg. 9 of 16       
Quote: --- Original message by: rododoonceagain
Quote: --- Original message by: Masters1337
I liked they could do it in h4 a lot


I hated every single moment of it. And that's precisely the reason for which I'd implement it if only I could.

Quote: --- Original message by: Masters1337
I bet if you disabled player physics it would work.


Probably. Never tried, though.

Of h4? It has it's ups and downs, still more fun than reach or h2 in my book.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 7, 2015 09:41 AM    Msg. 10 of 16       
Quote: --- Original message by: Masters1337
Quote: --- Original message by: rododoonceagain
Quote: --- Original message by: Masters1337
I liked they could do it in h4 a lot


I hated every single moment of it. And that's precisely the reason for which I'd implement it if only I could.

Quote: --- Original message by: Masters1337
I bet if you disabled player physics it would work.


Probably. Never tried, though.

Of h4? It has it's ups and downs, still more fun than reach in my book.




rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 7, 2015 11:39 AM    Msg. 11 of 16       
Reach was quite good, but Legendary was way too difficult, and the AR was nerfed down way too much (and the DMR was too much of a beast)

H4 was... well, I didn't like the design at all. Covenant were horrible, marines were horrible, sentinels were somewhat OK and the Prometheans were orrible, except the knights. Most weapons and effects were quite meh (with the exception of the fuel rod gun\concussin rifle\covenant carbine, which were just plainly bad) and the sounds were ugly. BUT the gameplay wasn't bad on its own, and the fact that the AI could blow you up with needles was quite a nice addiction on a game that, on its own, would be quite boring.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Aug 7, 2015 11:47 AM    Msg. 12 of 16       
Quote: --- Original message by: rododoonceagain
Reach was quite good, but Legendary was way too difficult, and the AR was nerfed down way too much (and the DMR was too much of a beast)

H4 was... well, I didn't like the design at all. Covenant were horrible, marines were horrible, sentinels were somewhat OK and the Prometheans were orrible, except the knights. Most weapons and effects were quite meh (with the exception of the fuel rod gun\concussin rifle\covenant carbine, which were just plainly bad) and the sounds were ugly. BUT the gameplay wasn't bad on its own, and the fact that the AI could blow you up with needles was quite a nice addiction on a game that, on its own, would be quite boring.


I agree with the ar being quite useless in HR but legendary difficulty was pretty easy for me compared to H3 seeing as we had armour abilities such as evade and jetpack and stuff like that.

H3 was more: "Oh sheez a brute with a gravity hamr, I needz a plasma pistol and br stat! woot? I only haz a magnum and carbine??!!! k dodge, dodge, dodge jump, melee back! Fk he still alive? y U no die supa AI!"

Hr: "Ha lel a pack of elites, 2 plasma's and dmr should be enough to rek em, crep! they jumpin all over, nvm I haz armour lock and needler! bet u wern't xpectin dat squid face"

"wort wort woot?"
Edited by SS Flanker on Aug 7, 2015 at 11:50 AM


Tom638
Joined: Dec 7, 2014

H5 was a dissapointment


Posted: Aug 12, 2015 05:43 AM    Msg. 13 of 16       
The last 2-3 posts have literally nothing to do with my questions...
Why does every post turn into a "I hate H4, this halo is the best halo" thread

I'll try unchecking the player physics flag, see if that does anything.

What's the difference between regular and player physics anyway?
Edited by Tom638 on Aug 12, 2015 at 05:47 AM


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Aug 12, 2015 06:01 AM    Msg. 14 of 16       
I don't know, but even with player physics, aren't you able to supercombine Spartans in multi-player ?


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Aug 13, 2015 04:51 PM    Msg. 15 of 16       
Quote: --- Original message by: bourrin33
I don't know, but even with player physics, aren't you able to supercombine Spartans in multi-player ?


You're not an AI. AI can't.

Player physics, as far as I know, let a character move independently from its animations, and use the player statistics set in globals\globals.globals tag.

A character moving independently from the animation it is running will have some problems if used by the AI. A good example may be the melee animation of hunters: they usually walk forward while hitting with the shield, but with player-physics enabled, they will move forward, backward or wherever they damn well please, uncaring of the animation; same goes for each and every other animation, from evading (which, on a character using player physics, won't move at all) from grenade throwing. Ever wondered why can't marines move while throwing a grenade, but you can? That's precisely the reason.
Another consequence of this flag is that a character can walk in 8 directions (forward, backward, left, right and the directions in between them) whereas a character without player physics can only move forward, backward, left and right: the directions coded in its model_animations tag.
Furthermore, since it uses the globals data, a character with player physics will move according to the speed set in the globals tag, not the animations tag, and will be able to move while in mid-air, since it has airborne acceletarion. On the other hand, a character running normal physics will instead move according to the speed of its walking animations, and, since it has no airborne acceleration, won't be able to move while in mid-air.

There may actually be other differences, but these are the ones I could find out
Edited by rododoonceagain on Aug 13, 2015 at 05:24 PM


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Aug 15, 2015 09:14 AM    Msg. 16 of 16       
Quote: --- Original message by: rododoonceagain
Reach was quite good, but Legendary was way too difficult, and the AR was nerfed down way too much (and the DMR was too much of a beast)

H4 was... well, I didn't like the design at all. Covenant were horrible, marines were horrible, sentinels were somewhat OK and the Prometheans were orrible, except the knights. Most weapons and effects were quite meh (with the exception of the fuel rod gun\concussin rifle\covenant carbine, which were just plainly bad) and the sounds were ugly. BUT the gameplay wasn't bad on its own, and the fact that the AI could blow you up

with needles was quite a nice addiction on a game that, on its own, would be quite boring.


Reach has weapons that are effective, and weapons that are not effective. The weapons that are effective are like.. the DMR, Needle Rifle, PP, PR and sniper rifle. Nevermind that the enemies are bloated with lots of health and the maps are literally thrown together Firefight and Multiplayer maps Long night of Solace is literally 2 MP maps, 1 Firefight map for about 60$ of the on foot sections.

H4.. the design is subjective, but I prefer the look of Reach and H2 over it. Effects wise it is a limit of the 360 (although it doesn't seemed to have changed much with h5?) but gameplay wise it has my favorite sandbox since the first. Combat is challenging yet fair, with lots of neat twists on existing enemies and while the promethian aren't perfect, they are far better additions than anything in the Bungie games outside the core original.

 

 
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