[PC]Land Mines
Posted: Sat Jan 26, 2008 11:49 am
Here's how to make land mines (do not blow up if you step on them, but will if a vehicle hits.) There are two ways you can do this.
One, you can use one of the grenade types, or two, you can make a weapon that shoots them.
Needed:
HMT (phenom's 60 plugins)
HHT v5
Knowledge of duplicating
The very first thing you need to do is duplicate a biped.
It doesn't matter HOW you duplicate it, but you will want to duplicate the biped tag characters/cyborg/cyborg.
If you're going to use one of the grenade types, follow the instructions below that are in red
Once you've duplicated, open HHT v5 and go to [matg].
-Then select the globals tag and wait for it to load.
-Once it loads, it should have dependencies referring to grenades near the top. Find the dependency starting with proj. You will want to use the dependency of the grenade you're going to use. If you're using the plasma grenade, select the dependency 'proj-weapons/plasma grenade/plasma grenade'. Same thing for the frag. Now, click the dependency and go down to where the Swap button is. Click the first of the two pull tabs (which says 'proj'.) Now go up and find 'bipd'.
Picture of this is picture A.
-Click Bipd and then open the second pull tab. Find the duplicated cyborg biped and swap dependencies.
If you're shooting it out of a weapon (works like you're dropping it at your feet) follow the instructions below in blue.
-Open HHT and go to [weap]. Open the tag of the gun that will be shooting the mine.
-Find the dependency referring to the gun's projectile (starting with 'proj')
-Now, click the dependency and go down to where the Swap button is. Click the first of the two pull tabs (which says 'proj'.) Now go up and find 'bipd'.
-Click Bipd and then open the second pull tab. Find the duplicated cyborg biped and swap dependencies.
Now, in HHT, go to [coll]Collision Model and open the collision tag for your DUPLICATED biped. Find the dependency (one of the last) that refers to the effect 'shield depleted'. Swap it with any explosion effect (frag grenade explosion, tank shell, rocket, anything you want.)
Picture for this is picture B.
Now close HHT and open the map in HMT (PHENOM'S 60 PLUGIN PACK IS NEEDED)
Go to [biped] in HMT and open the duplicated cyborg tag.
Make sure the following flags are checked.
-Destroyed after dying
-Passes through other bipeds
-Immune to falling damage (This is only needed if you're using the grenade)
Picture of this is Picture C.
Now, you have a functioning land mine!
The land mine will have the cyborg model, so I'd suggest remodeling the cyborg to be some kind of a mine. I tried changing his model with HHT, but I got exception errors (If you do what you did with his collision model with anything else and use that collision model and the model of that item, running it over with a vehicle doesn't destroy it.) You can PMI any other biped or anything (especially if you have a 'bomb' model for it. Sentinel maybe?) and use that, since the only reason you'd duplicate is because the land mine needs a biped, and a biped's collision model.
PICTURES:
One, you can use one of the grenade types, or two, you can make a weapon that shoots them.
Needed:
HMT (phenom's 60 plugins)
HHT v5
Knowledge of duplicating
The very first thing you need to do is duplicate a biped.
It doesn't matter HOW you duplicate it, but you will want to duplicate the biped tag characters/cyborg/cyborg.
If you're going to use one of the grenade types, follow the instructions below that are in red
Once you've duplicated, open HHT v5 and go to [matg].
-Then select the globals tag and wait for it to load.
-Once it loads, it should have dependencies referring to grenades near the top. Find the dependency starting with proj. You will want to use the dependency of the grenade you're going to use. If you're using the plasma grenade, select the dependency 'proj-weapons/plasma grenade/plasma grenade'. Same thing for the frag. Now, click the dependency and go down to where the Swap button is. Click the first of the two pull tabs (which says 'proj'.) Now go up and find 'bipd'.
Picture of this is picture A.
-Click Bipd and then open the second pull tab. Find the duplicated cyborg biped and swap dependencies.
If you're shooting it out of a weapon (works like you're dropping it at your feet) follow the instructions below in blue.
-Open HHT and go to [weap]. Open the tag of the gun that will be shooting the mine.
-Find the dependency referring to the gun's projectile (starting with 'proj')
-Now, click the dependency and go down to where the Swap button is. Click the first of the two pull tabs (which says 'proj'.) Now go up and find 'bipd'.
-Click Bipd and then open the second pull tab. Find the duplicated cyborg biped and swap dependencies.
Now, in HHT, go to [coll]Collision Model and open the collision tag for your DUPLICATED biped. Find the dependency (one of the last) that refers to the effect 'shield depleted'. Swap it with any explosion effect (frag grenade explosion, tank shell, rocket, anything you want.)
Picture for this is picture B.
Now close HHT and open the map in HMT (PHENOM'S 60 PLUGIN PACK IS NEEDED)
Go to [biped] in HMT and open the duplicated cyborg tag.
Make sure the following flags are checked.
-Destroyed after dying
-Passes through other bipeds
-Immune to falling damage (This is only needed if you're using the grenade)
Picture of this is Picture C.
Now, you have a functioning land mine!
The land mine will have the cyborg model, so I'd suggest remodeling the cyborg to be some kind of a mine. I tried changing his model with HHT, but I got exception errors (If you do what you did with his collision model with anything else and use that collision model and the model of that item, running it over with a vehicle doesn't destroy it.) You can PMI any other biped or anything (especially if you have a 'bomb' model for it. Sentinel maybe?) and use that, since the only reason you'd duplicate is because the land mine needs a biped, and a biped's collision model.
PICTURES: