grunt bday skull effect work around (again)

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bumlove




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grunt bday skull effect work around (again)

Post by bumlove »

just some input required am I on the right lines

dupe a grenade make it over penetrate
chain spawn it to the shield kill effect (s_kill) or (s_depleted)
sort out the projectile speed and the escape direction so it sticks to the head
give it a longer arming time longer that shield regeneration time

this is the bit I'm stuck on make it invisible and make it so it becomes inactive ( no longer there, disappears, its invisible but you understand ) in line with the shield regeneration time
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grimdoomer




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Post by grimdoomer »

or you could just script it from what i noticed you could give anything the skull effects and any one of the effects or all of them or certain ones. you would use

Code: Select all

(ice_cream_flavor #)
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bumlove




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Post by bumlove »

I looked at the icecream flavour stock scripts but it not that simple

I posted this time ago with no reply

Code

(script startup partytime
##(begin
###(ice_cream_flavor_stock 1)
##)
)

Replace the #'s with spaces IDK how to write it up like everyone else does
Is it really that simple?
*edit no it isn't, IDK if ice_cream_flavor_stock 1 is the birthday party skull effect but the screen flashes like it does in the game but the map freezes*

so how about the work around idea?
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grimdoomer




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Post by grimdoomer »

its impossible to ctreate skull effects with out scripts. i dont remember what the grunt B-day party skull does but most of teh skulls can not be recreated with out scripts.
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Post by gman »

grimdoomer wrote:its impossible to ctreate skull effects with out scripts. i dont remember what the grunt B-day party skull does but most of teh skulls can not be recreated with out scripts.
headshots make you explode, the sputnik skulls makes the explosions bigger if your looking for that? maybe idk what skull effect your looking for
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Post by bumlove »

I'm looking for the shooting a unshielded player in the head makes them explode I don't think it is possible in MP with scripts thats why I'm trying a work around, once more to explain

dupe a grenade make it over penetrate (so it sticks to the player)
chain spawn it to the shield depleted effect s_ kill or s_depleted (so when shield is brought down the grenade spawns)
sort out the projectile speed and escape direction so it does stick to the head
extend the arming time to longer than shield regeneration time (so it does'nt blow up prematurely)

these are the bits Im stuck at make the grenade invisible (so it doesn't hinder the players view) make the grenade inactive/not there/cease to be in line with the shield regeneration time (so if you dont get shot it goes away)

to clarify you loose your shield you spawn a grenade, it sticks to your head if you get shot in the head the grenade ignites boom or you don't get shot you shield comes back and the grenade is no longer there
please help with the bits Im stuck with or if you know how to make it work with scripts please share with the class

wheres cpt poopface or Dr xzoda when you need them
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Post by gman »

bumlove wrote:I'm looking for the shooting a unshielded player in the head makes them explode I don't think it is possible in MP with scripts thats why I'm trying a work around, once more to explain

dupe a grenade make it over penetrate (so it sticks to the player)
chain spawn it to the shield depleted effect s_ kill or s_depleted (so when shield is brought down the grenade spawns)
sort out the projectile speed and escape direction so it does stick to the head
extend the arming time to longer than shield regeneration time (so it does'nt blow up prematurely)

these are the bits Im stuck at make the grenade invisible (so it doesn't hinder the players view) make the grenade inactive/not there/cease to be in line with the shield regeneration time (so if you dont get shot it goes away)

to clarify you loose your shield you spawn a grenade, it sticks to your head if you get shot in the head the grenade ignites boom or you don't get shot you shield comes back and the grenade is no longer there
please help with the bits Im stuck with or if you know how to make it work with scripts please share with the class

wheres cpt poopface or Dr xzoda when you need them
seems like it would be easier to make it so in the reflexives when the biped dies it explodes, I'm not really that great of a modder but i do know some stuff, you know like when you want to make a flying tank you inject the meta and then switch everything back so it looks like a tank and makes the sounds, just like clone a chunk and change it to grenade explosion. I'd test it out but i can't clone chunks I always get an error or it just doesn't copy well good luck too ya
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Post by bumlove »

using a exploding when killed mods is not what I want (I can do that already, although I don't know how to make a flying tank but I don't need to know for now) I want HEADSHOTS to explode a unshielded player
As for your chunk cloning problem have you "Fixed" netframework 2 recently I never use to but working deep in bsp conversions I have to fix it every 2 alterations
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Post by CaptainPoopface »

I think what you're after here is too difficult to pull off, without some significant compromises.

I have successfully chainspawned objects from one of the Chief's shield effects (it's the only one that has a [ligh] in the attachments reflexive). When the shields were depleted, he would spit out a bloc that I added in. It was in one of my preliminary versions of the proximity mine. Occasionally, for reasons I didn't figure out, it would cause the game to freeze, so I didn't develop it further.

Getting a projectile to stick to someone's head is a conundrum. The game has various "protection" measures in place, as near as I can tell, that prevent you from sticking yourself with your own grenade or blasting yourself with a bullet or plasma burst. You can try making a gun shoot plasma grenades or bullets with a negative offset in the x coordinate so that they spawn directly behind you when fired. You'll see that your own projectiles miraculously pass through your body, although they will harm anyone in their path who is not you. Making your own grenade stick to you at all, let alone in the head, is tricky: The only way I've figured out is to give the first grenade a very short timer (0.1 sec), which chainspawns the grenade that will actually stick to you. Even that is dicey, because if you are walking or moving in almost any direction, the second grenade won't stick. Also, grenades must be moving in order to stick someone.

Maybe, maybe.... If you use the stun effect in the jpt! tag (see my tranq dart gun in the Downloads) for the first explosion, it would prevent a person from moving for just a spit second, long enough for the chainspawned grenade to stick. I don't know geographically where the shield depletion effect spawns the object, however. It is probably somewhere around the upper torso, not the head.

Your next major obstacle is making the grenade only detonate for headshots, and otherwise safely expiring once shields regenerate. To my knowledge, exploding objects don't distinguish between whether they are "killed" or whether their time expires. They explode in both cases, in which case the explosion jpt! is incurred.

I can think of a potential way around that. You will need 3 grenades total. The first grenade is spawned when shields are depleted. It immediately blows up (no damage) and chain spawns grenades 2 and 3, which stick to the person's body/head. Grenade 3 is the one that will kill the person if it is shot. Give it, let's say, 100 shields, with the same recharge time as the Master Chief (5 seconds, I believe). The trick is that grenade 2 also blows up very shortly after it is spawned and takes out the shields of grenade 3, which is then vulnerable for 5 seconds. You can use the jpt! of the charged plasma bolt to take grenade 3's shields out. It won't damage the Chief, because his shields are already down. Then, it's up to someone to shoot him in the "grenade" to make him blow up, before the grenade's shields recharge. I think you will have to give it a generous [coll] so that bullets in the vicinity of the head cause damage, assuming you manage to make the grenade stick to the head. If the grenade is not killed before its shields regenerate, then it will not detonate, as long as you give it a very long timer (anyone who lives longer than 5 minutes is probably hiding somewhere and needs to be killed anyway, right?). It will just hang around until the whole process is repeated.

Making the grenades invisible is a simple matter of nulling the shaders in the model, but for testing and development, definitely leave them visible so that you can see where they're spawning and attaching.

This is all only hypothetical. It SHOULD work, but in my experience, there are always tiny SNAFUs that completely derail the plan, and figuring out how to get around them is what modding is all about. In this case though, I think the problem is dauntingly complex, and there are many links in the chain where the above approach could be broken.

But people told me proximity mines were impossible, and I figured those out, so best of luck to you.

By the way, what is your method for making bipeds explode when they die?
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grimdoomer




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Post by grimdoomer »

you could give a biped the tank shell explosion as a death effect that would be cool cus you would go out with a bang lol
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Post by bumlove »

http://forums.halomods.com/viewtopic.ph ... 91&t=60601 is one method to explode when killed thanks for the input I think also these a box you can tick in entitys meta editor in biped also (there is its a flag called destroyed after dying I've never used it but I might now)
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