Stupid sentinel beam question

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Snaku




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Stupid sentinel beam question

Post by Snaku »

Why is it that whenever I give the sentinel beam to a vehicle it loses it's beam effect? Like, I shoot it and you can only see where it hits. You can't see the beam at all. Also, if I wanted the beam itself to be like 5 times as wide, how would i do that?
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shade45




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Post by shade45 »

If you are just swapping vehicles proj for the sentinal beam proj it looses its tdtl(Beam Trail) dependancy that the actual sentinal beam weap tag has so the is no longer a beam.

To change the beam size i dont know exactly how.. but it should be somewhere in the [tdtl] tag
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Post by sundriedprawn »

id have to say you would have to have a special tdtl plug-in because theres like nothing in there
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101

49204C494B4520434849434B454E
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shade45




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Post by shade45 »

No mines unmapped also im just saying thats where the value would probably be
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Post by Snaku »

Wasn't proj swapping. I wasweapon swapping: slapping the sentinel beam (thevweapon) onto a banshee. I'll take a look at that tdtl thing and see what I can find.
If it doesn't work, I think I'll try giving it a contrail with the beam's shader. I'll report back with more questions when it doesn't work (I'm such an optimist).
[edit] Ok, I don't know exactly what I'm looking for. I looked in the tdtl tag and saw 3 diff sentinel beam ones (I dragged an enforcer into my map for experimenting purposes). But neither the weapon, nor the proj seem to list any tdtl's in their dependencies, nor does there seem to be a place where they should be listed. Wait... the tdtl is in the widgets part. It's intact; that doesn't seem to be the problem.
It seems to me that it has something to do with it not being meant for vehicles. I've also been unable to get a standard weapon's reticle to show up for a vehicle. I also couldn't get the rocket launcher to lock on when it was attached to a vehicle (I think it's in the ui/hud that the two proj's are defined for the rl, so I tried giving that ui to the banshee but no luck).
So is there any way to finagle it so a handheld weapon will still act like a handheld even when attached to a vehicle?
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xzodia




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Post by xzodia »

someone found out a load of stuff for the hud tag a little while ago so if you find the plugin there might be something about your problems in there (it was for insolence)

edit: here's a link http://files.halomods.com/viewtopic.php ... hud+plugin
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Post by Snaku »

xzodia wrote:someone found out a load of stuff for the hud tag a little while ago so if you find the plugin there might be something about your problems in there (it was for insolence)

edit: here's a link http://files.halomods.com/viewtopic.php ... hud+plugin
I appreciate it, but that plugin only seems to relate to the default hud. Various weapons have their own, but you can't seem to take one from a non-vehicle weapon to a vehicle, or vise-versa. I don't just mean the reticle; that's just a bitmap. I mean the whole ui: I figure that's where the rocket launcher's lock-on feature (where it actually identifies a vehicle and switches from proj 1: unlocked rocket, to proj 2: locked rocket).
I'm not sure if the ui thing has anything to do with the sentinel beam not actually having a beam or not, but I figure if one problem could be solved, perhaps both could.
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