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Author Topic: Prometheans teleport (7 messages, Page 1 of 1)
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Halonimator
Joined: Dec 15, 2014


Posted: Mar 23, 2016 03:50 PM    Msg. 1 of 7       
Is there any way to make the ai teleport just like the ones from halo 4?
http://vignette2.wikia.nocookie.net/halo/images/b/bd/Prometheanknight.jpg/revision/latest?cb=20141201020658
What I need is to make the promethean to teleport just like h4 or h5g. It doesn't seem possible but maybe you guys know something... You probably don't.


Edited by Halonimator on Mar 23, 2016 at 03:51 PM


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 23, 2016 05:53 PM    Msg. 2 of 7       
Quote: --- Original message by: Halonimator
It doesn't seem possible but maybe you guys know something... You probably don't.


Edited by Halonimator on Mar 23, 2016 at 03:51 PM


Dick.

Teleportation can be scripted but its incredibly autonomous and relies on specific markers to be implememted within the bsp.

Think of it as creating a roadmap.


A Juicy Frank
Joined: Oct 28, 2013


Posted: Mar 23, 2016 09:55 PM    Msg. 3 of 7       
Quote: --- Original message by: Halonimator
It doesn't seem possible but maybe you guys know something... You probably don't.

Is this code for something?


Wish there was a more readily available video showing the teleport on youtube. I think I remember the thing scaling down or something before doing the teleport. If you're going the script route like ASCENDANTJUSTICE mentioned, you have access to (object_set_scale ) to simulate this. I guess for better results you could seperate the limbs as models and attach them individually to the ai so that the script can scale each part separately. idk. Most important to have set up though would be a script that checks for a trigger. That would be up to you to decide how you'd like it set up- ai status = 6 for at least a minute straight, health less than 30%, etc. Once you've got that, throw an (effect_new_on_object_marker ) and a (custom_animation ) on it as well so it looks cool. Then after however long into the animation, use (object_teleport ) to actually move the ai to whatever cutscene flag you placed. Ways around using a cutscene flag would be to create a custom vehicle to be used as the teleport destination, and have the ai (unit_enter_vehicle ) using a nonexistant, empty seat string "noseat"- this is actually how you can force a unit to exit a vehicle instantly without playing his exit animation, TMYK. Some old video demoing this kind of teleport.

Edit- The noseat thing only works if the unit is already inside a vehicle. No idea what was done in the video. Never saved the script.


For a less scripty approach, you could probably find some success with ai command lists.




They already cover forcing an animation as well as inducing the teleport. Plus they might be able to be automatically run by ai by having their platoon maneuver when a certain portion of them are dead or something. I don't play with command lists much so if that doesn't auto trigger, it can still be called by script using (ai_command_list ). Now here's something to try- have a custom animation actually cause the unit to distort its mesh ingame. Skinning parts of the mesh's vertices to extra nodes should be able to warp the mesh in realtime when those nodes are animated, something like-




Of course, I'm no modeler and the scope of my abilities doesn't extend much further than boxes. Who knows how practical something like this even could be, considering that would end up using a LOT of nodes. Would be cool though, and might be able to be used to cause the unit to scale or morph ingame.
Edited by A Juicy Frank on Mar 23, 2016 at 10:16 PM
Edited by A Juicy Frank on Mar 23, 2016 at 10:24 PM


Kinnet
Joined: Dec 27, 2013

why are we still here? just to suffer?


Posted: Mar 23, 2016 11:23 PM    Msg. 4 of 7       
A Juicy Frank is Illuminati confirmed.




Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 24, 2016 12:24 PM    Msg. 5 of 7       
ASCENDANTJUSTICE

Long dead.


And it also isn't possible, so move on.......halonimator.


Halonimator
Joined: Dec 15, 2014


Posted: Mar 24, 2016 04:28 PM    Msg. 6 of 7       
Quote: --- Original message by: sparky

Node limit is 32, if I recall correctly. I mean marker limit. Or not. Eh. Where am I again?
Edited by sparky on Mar 24, 2016 at 02:55 PM


so,my bipeds cant have fingers and many tentacles?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Mar 24, 2016 06:06 PM    Msg. 7 of 7       
Quote: --- Original message by: Halonimator
Quote: --- Original message by: sparky

Node limit is 32, if I recall correctly. I mean marker limit. Or not. Eh. Where am I again?
Edited by sparky on Mar 24, 2016 at 02:55 PM


so,my bipeds cant have fingers and many tentacles?


Halo hentai.

http://philpetty.com/wp-content/uploads/2012/06/metal-busted.png

 

 
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