Having MC hold the weapon you wield during a cutscene

Discuss general issues about modding HaloPC. Post ideas for mods here.
Post Reply
ER-449





Posts: 26
Joined: Fri Nov 07, 2008 1:29 pm

Having MC hold the weapon you wield during a cutscene

Post by ER-449 »

It was something I was thinking about back when I was doing the scripting for Cryosis' campaign. Right before the "assault rifle" gets attached to the MC in a cutscene (the MC cutscene is a different biped), you need to edit the script.


A long if-or-then type of statement needs to be created. the game needs to check what the player has, if the player has one weapon, then the game attaches that weapon to the movie MC. This "if" statement needs to be created for every possible weapon the MC can wield in the game. No worries since large "if" statements can be processed in a fraction of a second in Halo.

Why is this interesting? Well, Bungie did it for Halo 2, and I think Halo 3.
Most campaign maps, at least in my opinion, get converted back for PC. It's just another way to improve the campaign level and make the cinematic MC seem more like the one the player plays. Seriously, even on the Two Betrayals, the MC has an assault rifle, but begins with a plasma pistol and shotgun. Wow, makes you really feel like the same guy who challenged Guilty Spark with the words, "That's not going to happen."
User avatar
Philly




Collaborator

Posts: 3607
Joined: Thu Oct 12, 2006 9:08 am

Post by Philly »

I made a mod where you start two betrayals with an Assault Rifle. That's one way of solving it.
ER-449





Posts: 26
Joined: Fri Nov 07, 2008 1:29 pm

Post by ER-449 »

That's not the point....

I mean, think about the silent cartographer:

There is a mid-game cutscene "shafted" where the MC looks down

That's where this method definitely proves its worth.
User avatar
bcnipod





Posts: 3580
Joined: Tue May 15, 2007 8:52 am
Location: 45 Minutes outside Boston
Contact:

Post by bcnipod »

I believe there is a specific animation used for those if you look at the tags in the map.
Twitter: Dirk Gently | Major lulz
Mr. Brightside: Worst mod I've seen since 'Nam.
Website
User avatar
Philly




Collaborator

Posts: 3607
Joined: Thu Oct 12, 2006 9:08 am

Post by Philly »

I don't get it. What's this topic for then?
User avatar
Altimit01




Connoisseur Snitch! Literarian 500

Posts: 947
Joined: Sun Jun 04, 2006 12:10 pm

Post by Altimit01 »

I'm thinking Echo is implying that someone should edit the SP scripts so that the cinematic MC is holding the same weapons as the player MC for each cutscene.
Image
Download Eschaton: Halomods | Filefront | Mediafire
User avatar
bcnipod





Posts: 3580
Joined: Tue May 15, 2007 8:52 am
Location: 45 Minutes outside Boston
Contact:

Post by bcnipod »

Except you would need to change all the scripts to allow for different animations and weapons and such, This just may be a bit more complicated than what you want to happen. More work than is feasible, but if you get a patching system working with it then it may be very good.
Twitter: Dirk Gently | Major lulz
Mr. Brightside: Worst mod I've seen since 'Nam.
Website
ER-449





Posts: 26
Joined: Fri Nov 07, 2008 1:29 pm

Post by ER-449 »

I looked at it. he isn't using a particular weapons animation for the weapon. It's a cinematic one. Sniper rifle may look a bit awkward, as well as smaller weapons like pistols, but it should still work. I did a mod a long long time ago, the last spartans; he was holding a "sniper rifle" during the cutscene.

The script that gives the cinematic MC a weapon isn't to wield the weapon, just "attach" it to his hand.
User avatar
UPS





Posts: 1011
Joined: Wed Mar 29, 2006 6:18 am
Location: In your lap.

Post by UPS »

HHT it. Look in mod2, there should be scenery weapons. Those are used in the cintematics. Just change model of em. Anims will be the same tho.
Image
Post Reply