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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Grenade explosion timer

Author Topic: Grenade explosion timer (6 messages, Page 1 of 1)
Moderators: Dennis

NeX
Joined: Apr 11, 2013


Posted: Sep 5, 2015 02:55 PM    Msg. 1 of 6       
I want to make the grenades explode 0.5 seconds after first bounce. This is getting very frustrating, as all of the obvious paths have yielded no results.

I've set the detonation timer start to "after first bounce" and the actual timer to 0.5 but it still acts as though it's set to "when at rest". In fact, if I change this to "when at rest", it seems to make no difference. It's as if the two are producing the same results.

I've replaced the .projectile tag in the globals with a grenade-launcher projectile that has this detonation style, and that still works even when thrown, proving that the globals slot isn't the culprit. However, when I put the frag in, and copied all the info from the grenade-launcher projectile into the frag tag, it still won't work.

What the heck is going on here?


EDIT: I believe it is because it must have a collision model to do this. It's the only difference I've found between projectiles that work this way and those that won't (as grenades)

If someone would be so kind as to make a collision (or if you have one) for a reach frag grenade, that would be great. I can't seem to find any that will match it, I'd really appreciate it.

Edited by NeX on Sep 5, 2015 at 03:25 PM
Edited by NeX on Sep 5, 2015 at 03:40 PM


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Sep 5, 2015 04:08 PM    Msg. 2 of 6       
i recomend, check the bruteshot projectile on the CMT:tsce tagset, they had the same issue as you, so they maked an effect wich spawns when the projectiles touchs something (kind of).


rododoonceagain
Joined: Dec 21, 2014

Left Halo because life


Posted: Sep 5, 2015 07:12 PM    Msg. 3 of 6       
Quote: --- Original message by: NeX

I want to make the grenades explode 0.5 seconds after first bounce. This is getting very frustrating, as all of the obvious paths have yielded no results.

I've set the detonation timer start to "after first bounce" and the actual timer to 0.5 but it still acts as though it's set to "when at rest". In fact, if I change this to "when at rest", it seems to make no difference. It's as if the two are producing the same results.

I've replaced the .projectile tag in the globals with a grenade-launcher projectile that has this detonation style, and that still works even when thrown, proving that the globals slot isn't the culprit. However, when I put the frag in, and copied all the info from the grenade-launcher projectile into the frag tag, it still won't work.

What the heck is going on here?


EDIT: I believe it is because it must have a collision model to do this. It's the only difference I've found between projectiles that work this way and those that won't (as grenades)

If someone would be so kind as to make a collision (or if you have one) for a reach frag grenade, that would be great. I can't seem to find any that will match it, I'd really appreciate it.

Edited by NeX on Sep 5, 2015 at 03:25 PM
Edited by NeX on Sep 5, 2015 at 03:40 PM


send me the model, I'll make you a collision model.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Sep 5, 2015 07:22 PM    Msg. 4 of 6       
As far as i remember, thats a bug that cant be fixed.


NeX
Joined: Apr 11, 2013


Posted: Sep 5, 2015 09:38 PM    Msg. 5 of 6       
Quote: --- Original message by: rododoonceagain
Quote: --- Original message by: NeX

I want to make the grenades explode 0.5 seconds after first bounce. This is getting very frustrating, as all of the obvious paths have yielded no results.

I've set the detonation timer start to "after first bounce" and the actual timer to 0.5 but it still acts as though it's set to "when at rest". In fact, if I change this to "when at rest", it seems to make no difference. It's as if the two are producing the same results.

I've replaced the .projectile tag in the globals with a grenade-launcher projectile that has this detonation style, and that still works even when thrown, proving that the globals slot isn't the culprit. However, when I put the frag in, and copied all the info from the grenade-launcher projectile into the frag tag, it still won't work.

What the heck is going on here?


EDIT: I believe it is because it must have a collision model to do this. It's the only difference I've found between projectiles that work this way and those that won't (as grenades)

If someone would be so kind as to make a collision (or if you have one) for a reach frag grenade, that would be great. I can't seem to find any that will match it, I'd really appreciate it.

Edited by NeX on Sep 5, 2015 at 03:25 PM
Edited by NeX on Sep 5, 2015 at 03:40 PM


send me the model, I'll make you a collision model.


Will do thanks. No rush though, even if i can implement this correctly it just didnt make it into this release. Im not reuploading 23 maps lol


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Sep 5, 2015 10:11 PM    Msg. 6 of 6       
That thing has always behaved weirdly. Check the zteam tags as they had it pretty much perfect using the same method as the CMT Brute shots have.

 

 
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