Proximity Mines on Zanzibar.
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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Proximity Mines on Zanzibar.
Instructions: Patch Zanzibar. Plasma grenades are replaced with the proximity mines. I haven't done anything to make them compatible on XBC or Kai (I don't play network games), although I don't think it would be hard at all. If you use these mines or a similar implementation in a future mod of yours, please give due credit to CaptainPoopface.
Thanks to Zone117 for the excellent tutorial on chain spawning, and to the makers of Entity 1.6 and 1.39.
Bugs/Features:
* After you throw the mine, you have a couple of seconds before it arms. It will say "Bomb armed!" when it's ready. You'll want to be elsewhere when this happens.
* You don't have to actually touch the mine to die. Just get within its range.
* There is no explosion when you die. Think of it as secreting an invisible toxic gas that makes you spasm your own back out, like the little green orbs from The Rock.
* They are bright green and easily visible in the open. Planting the mine in a concealed place should be part of the skill of using it. If you really want to be a jerk to your fellow players, you can swap the shader to something less conspicuous.
* While the mine is live, it emits a continuous beeping sound. This was intended to help you know how close you are to a mine. The Halo engine includes the Doppler effect. This means, as you move toward the sound source, the pitch will rise, and as you move away, the pitch will fall, in proportion to your velocity. In addition, the volume increases or decreases with distance. So if you're walking and you hear a rising pitch getting louder, you are about to die.
* When there is more than one mine nearby, or you are sharing the screen in multiplayer, your echolocation becomes useless, and the beeping will just make you panic. Nice.
* Your own mines can kill you, and anyone else. If you drive over one with a vehicle, you will die, but the vehicle will be unscathed. Regular jumping height is not enough to clear the mine.
* While they are active, they're indestructible. They also remain live no matter how many people they kill. After about a minute and 20 seconds, they will disappear on their own. This is to prevent the level from becoming filled with mines so that you can't walk anywhere without dying. The timer can be adjusted, but it's not obvious how to. Let me know if you are interested.
* If you like the mines, I would suggest making them your starting grenades (as I have here), and take the plasma grenades out of the itmc. That way, you can only get more mines by respawning.
* Sometimes the game will mysteriously "disappear" your mines. It seems to be some kind of dynamic resource reallocation. I know this happens when you put a mine inside near the gate, then step outside. It's a drag, but it seems rare (I now include prox mines on all my maps).
* The mine may "break up" if you throw it over a very large distance, e.g. from the top of a building. Don't worry, it still works, it just looks jank.
Enjoy.
-CaptainPoopface
Thanks to Zone117 for the excellent tutorial on chain spawning, and to the makers of Entity 1.6 and 1.39.
Bugs/Features:
* After you throw the mine, you have a couple of seconds before it arms. It will say "Bomb armed!" when it's ready. You'll want to be elsewhere when this happens.
* You don't have to actually touch the mine to die. Just get within its range.
* There is no explosion when you die. Think of it as secreting an invisible toxic gas that makes you spasm your own back out, like the little green orbs from The Rock.
* They are bright green and easily visible in the open. Planting the mine in a concealed place should be part of the skill of using it. If you really want to be a jerk to your fellow players, you can swap the shader to something less conspicuous.
* While the mine is live, it emits a continuous beeping sound. This was intended to help you know how close you are to a mine. The Halo engine includes the Doppler effect. This means, as you move toward the sound source, the pitch will rise, and as you move away, the pitch will fall, in proportion to your velocity. In addition, the volume increases or decreases with distance. So if you're walking and you hear a rising pitch getting louder, you are about to die.
* When there is more than one mine nearby, or you are sharing the screen in multiplayer, your echolocation becomes useless, and the beeping will just make you panic. Nice.
* Your own mines can kill you, and anyone else. If you drive over one with a vehicle, you will die, but the vehicle will be unscathed. Regular jumping height is not enough to clear the mine.
* While they are active, they're indestructible. They also remain live no matter how many people they kill. After about a minute and 20 seconds, they will disappear on their own. This is to prevent the level from becoming filled with mines so that you can't walk anywhere without dying. The timer can be adjusted, but it's not obvious how to. Let me know if you are interested.
* If you like the mines, I would suggest making them your starting grenades (as I have here), and take the plasma grenades out of the itmc. That way, you can only get more mines by respawning.
* Sometimes the game will mysteriously "disappear" your mines. It seems to be some kind of dynamic resource reallocation. I know this happens when you put a mine inside near the gate, then step outside. It's a drag, but it seems rare (I now include prox mines on all my maps).
* The mine may "break up" if you throw it over a very large distance, e.g. from the top of a building. Don't worry, it still works, it just looks jank.
Enjoy.
-CaptainPoopface
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- little_shadow
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you should add your grapple hook and this together, it would be much more fun that way
. i would do it but im on a relatives computer and its not a legal copy of windows so i cant download the .net framework
but once i get home ill try to put them both together 
edit: didn't mean to double post, i forgot about you guys not liking it



edit: didn't mean to double post, i forgot about you guys not liking it

Monkey
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unlike you.pyrojake123 wrote:well it would appear like he's had some experience with modding...

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yea about the double post, i usually dont post here that often, i usually talk in AE (its a game forum) and they dont care for double posting. and as for the unlike you, yea im not that good at modding, i usually only mod during my spare time, which isn't very often
but do to recent events (new computer) i'm ganna try my hands at making a good one.

Monkey
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i didnt really mean it. thats why i put the laughing smiley instead of "lol" or "jk". i wasnt really underestimating you as a modder.pyrojake123 wrote:yea about the double post, i usually dont post here that often, i usually talk in AE (its a game forum) and they dont care for double posting. and as for the unlike you, yea im not that good at modding, i usually only mod during my spare time, which isn't very oftenbut do to recent events (new computer) i'm ganna try my hands at making a good one.
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Yes, I would've liked an explosion too. And I'd prefer that the mines disappear or die after detonating once, and that someone could shoot them or nade them from afar to disable them. But I tried many, many things, and this was the only thing I got to work reliably. Here are some other things I tried, and which I encourage you to try if you think you can swing them.
- Import the flood carriers, since they seem to have some kind of built in proximity-triggered exploding effect. The little flood guys also have this effect, but I don't know how to make them stay in one place, let alone explode on proximity to a biped in MP.
- Make a barely stable stack of explody objects. The fusion coils from Zanzibar are the easiest to detonate if you lower their health, but they tend to roll all over the place. If you could give them the collision/model properties of the green crates, then figure out a way to make a stack of them 5 or 6 high during gametime, while making them invisible, you'd be in business. Then when a player collides with the stack, the top coil falls from a sufficient height to detonate, and it blows up all the other coils. I think this is the most plausible idea, but I've had great difficulty building a stack of objects when firing them from a gun. The crates fall from the sky at funny angles when you adjust the Z spawn coordinates.
- Create a ring of constantly exploding grenades (i.e., chain spawning) with a very small blast radius and very light damage effect. Set the health of a core or coil very low, and place it at the center of the ring, so it is not within the blast radius of any of the grenades. When a biped collides with the core, it will be knocked into the blast radius of the grenades and be blown up. You can get away with four or even just 3 grenades (put a few quarters together on a table. The space in the middle is where the mine sits). The trick is that you have to be precise with where you put them, and it somewhat requires a large flat space, or the nades will blow up the core immediately. I had high hopes for this idea, but it's finicky.
- Set the player's health to 0 or trigger an explosion if he picks up an overshield or a certain type of ammo (no idea how to do this)
- Adjust the health of fusion coils (Zanzibar) or expelled cores (Containment) to be very low, and increase the biped weight so that collision results in detonation. The closest I've come is with the cores from Containment. The ones that spawn on the map work exactly as desired (you walk into them, and they go boom very shortly thereafter), but when they are spawned from a gun, their physics model is different somehow, in a way that does not seem rectifiable. You have to wedge the core against a wall, land on it from a jump, or melee or shoot it to blow it up. Regular biped collision doesn't detonate it. Why would gun-spawned cores behave differently from the map-spawned ones? Still, I've managed to get it working in very bootleg fashion; if you spawn a crate_packing_giant (Zanzibar) directly behind a core, then the biped will wedge the core against the crate and detonate it, but only at running speed, and only straight on from one direction, and not 100% of the time, and eventually your level would fill up with crates. No good.
- Somehow give a biped the necessary properties of the warthog so that collision with coils detonates them.
- Shoot an infinitesimally slow projectile. It seems like a velocity of 0.1 or more is necessary for collision to occur; otherwise, you can walk right through the rocket or charged plasma burst with no damage. Unfortunately, at that speed, the projectile crawls across the screen and is worthless as a mine.
- Plasma grenade tricks: You can extend
the detonation timer and set it to only arm "when at
rest," but either the grenade arms too soon or it
never arms at all. I made it weightless so that it
floats in midair, but again, collisions are not
detected at low velocity, so any player can walk right
through the grenade. I thought of another idea where
you could shoot the plasma grenade at high velocity
between two parallel walls, or a floor and ceiling,
and have it bounce infinitely between them. When a
biped walks through the path of the bouncing grenade,
it would theoretically attach. This would solve the
problem of minimum collision velocity and staying in
one place. But I cannot figure out how to make the
grenade bounce more than once. It always arms after
the first bounce, even if you tell it to only arm
"when at rest," even if you set its response to "reflect" for all surfaces. This might also work with the needler, but the needles only seem to bounce when they collide at non-perpendicular angles. Shooting them directly into the wall or floor makes them disappear. If this could be adjusted, you could have a gun that shoots crates with one trigger and needles with the other, and fire a volley of infinitely bouncing needles between the crates. And then make the crates and needles invisible.
- Have some kind of endless repeated damage effect on or near the biped, as if an invisible needler shard is constantly exploding right in front of you, or constantly being shot forward from your chest at the rate of one needle per second. This would be enough to detonate explosive objects while not having an appreciable effect on gameplay. I think this would be possible, but it would require everyone to push a trigger of a particular gun when they spawn. Lame. Unless someone could think of a better way. I tried chain spawning from the effect of the flashlight and the shield charge, to no avail. Maybe because they are continuous effects rather than instantaneous ones.
- Trigger an explosion or spawn a grenade when the player steps on a gravity lift, since these are programmed to react to player proximity. The trick would then be to deploy grav lifts through a gun at game time, which I'm not sure is possible. I've had no luck chain spawning from the grav lift effects either.
- Set up death zones above the level, higher than anyone can jump. Then shoot grav lifts from a gun, and set the biped weight or force of the lift (?) so that stepping on the lift ejects you into the great death zone in the sky. This would only work in open-air levels, requires portable grav lifts, and is still pretty wack.
- Rig the Gemini door mach so that it is open by default and closes with user proximity (is this possible?). Then toss an explosive coil, and deploy the door mach so that the doors close right on the coil when someone gets near. This one sounds a little farfetched though...
- Have a gun that shoots an invisible AI guy, who automatically fires at the location you specify (Soldier of Lite's idea). I have no idea how to make that happen, and it sounds bootleg anyway.
As you can see, I had no shortage of clever ideas.
Here are some constraints:
- Detonation results from collision with a biped (not necessarily in a vehicle) at walking speed.
- Regular gameplay should be unaffected, as much as possible.
- Deployable by players during game time (not a preordained map spawn).
- Usable on all MP maps (ideal).
- Causes an explosion, as opposed to sudden death for no apparent reason (ideal) <--- This was one of my original constraints that I had to violate.
- Can be detonated from far away, e.g. if the opposing player shoots it or throws a grenade.
- Should be very small (preferred over invisible)
- Time limit until they disappear or automatically detonate.
- Must remain stationary where they are deployed
- Import the flood carriers, since they seem to have some kind of built in proximity-triggered exploding effect. The little flood guys also have this effect, but I don't know how to make them stay in one place, let alone explode on proximity to a biped in MP.
- Make a barely stable stack of explody objects. The fusion coils from Zanzibar are the easiest to detonate if you lower their health, but they tend to roll all over the place. If you could give them the collision/model properties of the green crates, then figure out a way to make a stack of them 5 or 6 high during gametime, while making them invisible, you'd be in business. Then when a player collides with the stack, the top coil falls from a sufficient height to detonate, and it blows up all the other coils. I think this is the most plausible idea, but I've had great difficulty building a stack of objects when firing them from a gun. The crates fall from the sky at funny angles when you adjust the Z spawn coordinates.
- Create a ring of constantly exploding grenades (i.e., chain spawning) with a very small blast radius and very light damage effect. Set the health of a core or coil very low, and place it at the center of the ring, so it is not within the blast radius of any of the grenades. When a biped collides with the core, it will be knocked into the blast radius of the grenades and be blown up. You can get away with four or even just 3 grenades (put a few quarters together on a table. The space in the middle is where the mine sits). The trick is that you have to be precise with where you put them, and it somewhat requires a large flat space, or the nades will blow up the core immediately. I had high hopes for this idea, but it's finicky.
- Set the player's health to 0 or trigger an explosion if he picks up an overshield or a certain type of ammo (no idea how to do this)
- Adjust the health of fusion coils (Zanzibar) or expelled cores (Containment) to be very low, and increase the biped weight so that collision results in detonation. The closest I've come is with the cores from Containment. The ones that spawn on the map work exactly as desired (you walk into them, and they go boom very shortly thereafter), but when they are spawned from a gun, their physics model is different somehow, in a way that does not seem rectifiable. You have to wedge the core against a wall, land on it from a jump, or melee or shoot it to blow it up. Regular biped collision doesn't detonate it. Why would gun-spawned cores behave differently from the map-spawned ones? Still, I've managed to get it working in very bootleg fashion; if you spawn a crate_packing_giant (Zanzibar) directly behind a core, then the biped will wedge the core against the crate and detonate it, but only at running speed, and only straight on from one direction, and not 100% of the time, and eventually your level would fill up with crates. No good.
- Somehow give a biped the necessary properties of the warthog so that collision with coils detonates them.
- Shoot an infinitesimally slow projectile. It seems like a velocity of 0.1 or more is necessary for collision to occur; otherwise, you can walk right through the rocket or charged plasma burst with no damage. Unfortunately, at that speed, the projectile crawls across the screen and is worthless as a mine.
- Plasma grenade tricks: You can extend
the detonation timer and set it to only arm "when at
rest," but either the grenade arms too soon or it
never arms at all. I made it weightless so that it
floats in midair, but again, collisions are not
detected at low velocity, so any player can walk right
through the grenade. I thought of another idea where
you could shoot the plasma grenade at high velocity
between two parallel walls, or a floor and ceiling,
and have it bounce infinitely between them. When a
biped walks through the path of the bouncing grenade,
it would theoretically attach. This would solve the
problem of minimum collision velocity and staying in
one place. But I cannot figure out how to make the
grenade bounce more than once. It always arms after
the first bounce, even if you tell it to only arm
"when at rest," even if you set its response to "reflect" for all surfaces. This might also work with the needler, but the needles only seem to bounce when they collide at non-perpendicular angles. Shooting them directly into the wall or floor makes them disappear. If this could be adjusted, you could have a gun that shoots crates with one trigger and needles with the other, and fire a volley of infinitely bouncing needles between the crates. And then make the crates and needles invisible.
- Have some kind of endless repeated damage effect on or near the biped, as if an invisible needler shard is constantly exploding right in front of you, or constantly being shot forward from your chest at the rate of one needle per second. This would be enough to detonate explosive objects while not having an appreciable effect on gameplay. I think this would be possible, but it would require everyone to push a trigger of a particular gun when they spawn. Lame. Unless someone could think of a better way. I tried chain spawning from the effect of the flashlight and the shield charge, to no avail. Maybe because they are continuous effects rather than instantaneous ones.
- Trigger an explosion or spawn a grenade when the player steps on a gravity lift, since these are programmed to react to player proximity. The trick would then be to deploy grav lifts through a gun at game time, which I'm not sure is possible. I've had no luck chain spawning from the grav lift effects either.
- Set up death zones above the level, higher than anyone can jump. Then shoot grav lifts from a gun, and set the biped weight or force of the lift (?) so that stepping on the lift ejects you into the great death zone in the sky. This would only work in open-air levels, requires portable grav lifts, and is still pretty wack.
- Rig the Gemini door mach so that it is open by default and closes with user proximity (is this possible?). Then toss an explosive coil, and deploy the door mach so that the doors close right on the coil when someone gets near. This one sounds a little farfetched though...
- Have a gun that shoots an invisible AI guy, who automatically fires at the location you specify (Soldier of Lite's idea). I have no idea how to make that happen, and it sounds bootleg anyway.
As you can see, I had no shortage of clever ideas.
Here are some constraints:
- Detonation results from collision with a biped (not necessarily in a vehicle) at walking speed.
- Regular gameplay should be unaffected, as much as possible.
- Deployable by players during game time (not a preordained map spawn).
- Usable on all MP maps (ideal).
- Causes an explosion, as opposed to sudden death for no apparent reason (ideal) <--- This was one of my original constraints that I had to violate.
- Can be detonated from far away, e.g. if the opposing player shoots it or throws a grenade.
- Should be very small (preferred over invisible)
- Time limit until they disappear or automatically detonate.
- Must remain stationary where they are deployed
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I hope that wasnt sarcasm because you can bluntly se by his long post he indeed does put effert tward his work even if it is simple for use we all still had to get where we are some how.JacksonCougAr wrote:I congratulate you man. I feel you will have a very bright and successful modding career ahead of you. You obviously put a lot of thought into your mods.

Iron_Forge wrote:I assume I won?..I should get an emblem...