Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
leorimolo
Posts: 89 Joined: Thu Oct 20, 2005 1:52 pm
Post
by leorimolo » Wed Feb 08, 2006 1:48 pm
I was thinking of doing a claymold mine with an explosive barrel. I wanted to get it change it to something else like sniper amo, then change its strength cant remeber how you call it to explode when some one gets near it, so can some one help me out on this
LEo/new to halo hacking
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Wed Feb 08, 2006 1:49 pm
Just so u know its a claymore mine and i dont think that for halo 2 u can make it so it goes off when you get near it.
Fantom13
Posts: 907 Joined: Sat Aug 27, 2005 7:07 am
Location: Niagara Falls
Post
by Fantom13 » Wed Feb 08, 2006 1:57 pm
Well...He could make it hover slightly, and when u walk on it it sticks to you and instantly explodes...that might work.
Back after more then a year away from the modding community.
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Wed Feb 08, 2006 1:57 pm
how would you do that i dont even know lol
sundriedprawn
Posts: 506 Joined: Thu Nov 24, 2005 3:07 am
Location: Australia
Post
by sundriedprawn » Wed Feb 08, 2006 2:31 pm
you select the hight (in scnr) go to meta edior
change to what you want the boxes e.g spawn height the put a 1 in the box that says suspended in air
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101
49204C494B4520434849434B454E
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Wed Feb 08, 2006 2:46 pm
well i know that but how do u make somehting stick to someone when they walk over it?
Fantom13
Posts: 907 Joined: Sat Aug 27, 2005 7:07 am
Location: Niagara Falls
Post
by Fantom13 » Wed Feb 08, 2006 2:47 pm
Make it a sticky grenade projectile, and just edit the model and effects? I dont know, seems logical but Ive never done that.
Back after more then a year away from the modding community.
VoYdE
Posts: 1474 Joined: Sun Aug 14, 2005 11:39 pm
Location: On Vacation From The Loads Of Bull*hit That Goes On Here
Contact:
Post
by VoYdE » Wed Feb 08, 2006 2:59 pm
thats correct and if you modeled it to look like a mine that be sweet
(but yes its possible the way your intending)
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Wed Feb 08, 2006 3:00 pm
Wait but if theres just a plasma there it wouldnt be active therefor it wouldnt stick to you none the less blow up right?
VoYdE
Posts: 1474 Joined: Sun Aug 14, 2005 11:39 pm
Location: On Vacation From The Loads Of Bull*hit That Goes On Here
Contact:
Post
by VoYdE » Wed Feb 08, 2006 3:05 pm
wrong haha grenades are set by
first bounce (starts after it hits the ground
release (after you throw it)
on impact (when it hits the ground)
so if you walked over it no matter what it would explode (it may time time till explosion)
OR you could just take a mine from containment and put it in there
leorimolo
Posts: 89 Joined: Thu Oct 20, 2005 1:52 pm
Post
by leorimolo » Wed Feb 08, 2006 3:06 pm
u dunno when you hit the explosive barrels they explode, so make it just so when you touch it it expodes.
sundriedprawn
Posts: 506 Joined: Thu Nov 24, 2005 3:07 am
Location: Australia
Post
by sundriedprawn » Wed Feb 08, 2006 3:25 pm
thats because it was programed to explode when it has had a certain amount of damge to its self
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101
49204C494B4520434849434B454E
leorimolo
Posts: 89 Joined: Thu Oct 20, 2005 1:52 pm
Post
by leorimolo » Wed Feb 08, 2006 3:35 pm
sundriedprawn wrote: thats because it was programed to explode when it has had a certain amount of damge to its self
what if i lowered what it was programed for
sundriedprawn
Posts: 506 Joined: Thu Nov 24, 2005 3:07 am
Location: Australia
Post
by sundriedprawn » Wed Feb 08, 2006 3:40 pm
but you would still have to melee it or push it off a ledge as you are just lowering how much health it has
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101
49204C494B4520434849434B454E
Spammy
Posts: 643 Joined: Thu Apr 15, 2004 11:27 am
Location: They won't tell me...
Post
by Spammy » Wed Feb 08, 2006 7:10 pm
And setting it to 0 will make it invincible(right?)
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Wed Feb 08, 2006 7:14 pm
Not sure but wouldnt that just mean that its already dead?
BlackFoxx113
Posts: 64 Joined: Tue Dec 06, 2005 7:44 am
Location: Up yours, wait, no, bad Foxx!
Post
by BlackFoxx113 » Wed Feb 08, 2006 7:28 pm
I'd like to get my two bits in, but I'd personally set the health to an infinitesimally small number, (eg. 0.0000000000000000000000001)
Go ahead, make my mods happy...
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Wed Feb 08, 2006 7:30 pm
lol either way i still dont think that will have anything to do with the grenade because there is no way to trigger it to go off when walked over.
sundriedprawn
Posts: 506 Joined: Thu Nov 24, 2005 3:07 am
Location: Australia
Post
by sundriedprawn » Thu Feb 09, 2006 1:19 am
no it should work if you make it float and change it to the plasma grenade in the proj tag
01001111 01001101 01000111 00100001 00100001 00110001 00110001 00110001 01101111 01101110 01100101
49204C494B4520434849434B454E
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
Post
by dos mes » Thu Feb 09, 2006 12:03 pm
But if you change it to the plasma grenade its jsut going to spawn a plasma grenade right not and active one. I'm not sure i think ill check this out myself.