Im working on a trip line mine its quite simple (like me) you shoot a grenade that has the material responses for HARD set to initial friction 2 perp friction 2 and parallel friction 2 and it is set to reflect, so you shoot one grenade and it sticks to where it landed (on a hard surface) you shoot again (to hit the grenade) and the grenade bounces back at you (duck!) and past you, shoot once more from the same spot (and duck) and you have a grenade that bounces from genenade 1 to grenade 2 now it would like for grenade 3 to stick to a player if he walks into it but I cant really figure out these material responces (at the moment the grenade just bounces back to where it came from) I would like to change either the grenades surface material but the hlmt tag wont have it or add a extra material response or 2 1 for masterchief (what material is he btw) and one specifically for the grenade but it seams as thought I cant within the proj tag and I cant make head nor tale of the foot tag anyway off to work now
*further update now it works dupe a frag proj then copy all the meta from the first frag and over write the duped frag (duplicating doesn't copy it exactly (i don't know why )) do the same for a plasma nade
dupe the frag projectile hlmt and again copy meta from first over the duped one, go to the hlmt of the powerups rocket launcher ammo and copy its surface materials to clipboard go to the duped frag projectile hltm and overwrite its surface materials
goto the duped frag (in the proj tag) and point its hlmt reference at the new duped hlmt
open the chunk cloner and copy the martial response for tough to clipboard
open the chunk cloner in the duped plasma nade and ADD to the material responses reflexive
back to the duped frag open meta editor give it a initial and final velocity 5 & 5 (don't set any higher or you will have a noobtastic sticky gun)give it a arming time of 60 and change the delays (max and min) to 60 also SAVE
down to martial responses part of the editor and first change HARDS default response to reflect and set all its frictions (initial perp and parallel) to 2 (this makes it stick to the wall/floor without clicking like crazy) SAVE
do the same for TOUGH (this makes a grenade hitting a grenade bounce back) SAVE
Open the meta editor for the duped plasma nade give it the same speed (inital and final velocity) as the duped frag give it a very low arming time (0.1) (same for the delays too) SAVE
Down to the material responses for this plama and set tough to how you set tough in the duped frag (reflect 2, 2 & 2) SAVE
open the reference editor for the plasma pistol weapon and swap proj 0 to the duped frag and swap proj 1 to the duped plasma sign and ftp*
how to make it work in game take your PP and shoot twice whilst stationary the second frag will bounce back at you (duck or jump out of its way then shoot a charged shot from the exact same position as the first and be ready to move (this is placing explosives do it wrong and you could have no eyebrows left or legs for that matter) bear in mind that this is only really set up for hard or tough surfaces so maps like cylotron lockout turf would be good as for others I'm not sure
Trip line mine
- bumlove
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Trip line mine
Last edited by bumlove on Tue Nov 06, 2007 11:05 am, edited 1 time in total.
never underestimate the predictability of stupidity
- CaptainPoopface
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- Joined: Mon Jul 23, 2007 7:56 am
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The third grenade must have different settings from the two grenades it bounces between, which means you'll have to shoot two different projectiles from one gun. Set it to arm "When at rest" and give it a short fuse, so when it hits a biped, it is as though it blows up on impact. The other two grenades will have their detonation times set to 30 seconds or however long you want your trip mine to last.
You could also make the third projectile a banshee bomb. They kill on impact, and they get deflected by the impact, so they'll kill someone and fly away (set the impact jpt force rather high so it gets deflected farther). It would also be easy give it a nice red contrail.
I am working on an easier, more reliable way of accomplishing this than your method, so wait a little while and you'll see. But I would like to see this work.
If a particular material response can be set for the chief and the elite, I would also like to know. I think it's lumped into the default material though.
You could also make the third projectile a banshee bomb. They kill on impact, and they get deflected by the impact, so they'll kill someone and fly away (set the impact jpt force rather high so it gets deflected farther). It would also be easy give it a nice red contrail.
I am working on an easier, more reliable way of accomplishing this than your method, so wait a little while and you'll see. But I would like to see this work.
If a particular material response can be set for the chief and the elite, I would also like to know. I think it's lumped into the default material though.
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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Progress to report I managed to make individual responses for MC and the grenade hitting the grenade (all I did was clone the HARD response in the grenade proj and then change it to a variation of hard (hard metal hum MC and hard metal hum weapon it seams if you change the any SID in these responses it hard codes and can't be changed again) so now I have a grenade that sticks to any hard wall/floor surface another grenade hits it it will bounce back from where it was shot (duck) and then a bit more and the third grenade when shot bounces between the 2 (this works at all angles and heights) and when it hits MC it bounces a little bit (not back from where it came like before, now your idea of using 2 types of proj (placing and active) should work but I'd rather have just the one, setting the default response to detonate doesn't detonate so I gave the grenades infinite health and gave it a impact damage, so if it hits you it hurts but no explosion effect as yet I'm going to venture into foot and maybe changing the gravity so it has less of an arc
*further update now it works dupe a frag proj then copy all the meta from the first frag and over write the duped frag (duplicating doesn't copy it exactly (i don't know why )) do the same for a plasma nade
dupe the frag projectile hlmt and again copy meta from first over the duped one, go to the hlmt of the powerups rocket launcher ammo and copy its surface materials to clipboard go to the duped frag projectile hltm and overwrite its surface materials
goto the duped frag (in the proj tag) and point its hlmt reference at the new duped hlmt
open the chunk cloner and copy the martial response for tough to clipboard
open the chunk cloner in the duped plasma nade and ADD to the material responses reflexive
back to the duped frag open meta editor give it a initial and final velocity 5 & 5 (don't set any higher or you will have a noobtastic sticky gun)give it a arming time of 60 and change the delays (max and min) to 60 also SAVE
down to martial responses part of the editor and first change HARDS default response to reflect and set all its frictions (initial perp and parallel) to 2 (this makes it stick to the wall/floor without clicking like crazy) SAVE
do the same for TOUGH (this makes a grenade hitting a grenade bounce back) SAVE
Open the meta editor for the duped plasma nade give it the same speed (inital and final velocity) as the duped frag give it a very low arming time (0.1) (same for the delays too) SAVE
Down to the material responses for this plama and set tough to how you set tough in the duped frag (reflect 2, 2 & 2) SAVE
open the reference editor for the plasma pistol weapon and swap proj 0 to the duped frag and swap proj 1 to the duped plasma sign and ftp*
how to make it work in game take your PP and shoot twice whilst stationary the second frag will bounce back at you (duck or jump out of its way then shoot a charged shot from the exact same position as the first and be ready to move (this is placing explosives do it wrong and you could have no eyebrows left or legs for that matter) bear in mind that this is only really set up for hard or tough surfaces so maps like cylotron lockout turf would be good as for others I'm not sure
*further update now it works dupe a frag proj then copy all the meta from the first frag and over write the duped frag (duplicating doesn't copy it exactly (i don't know why )) do the same for a plasma nade
dupe the frag projectile hlmt and again copy meta from first over the duped one, go to the hlmt of the powerups rocket launcher ammo and copy its surface materials to clipboard go to the duped frag projectile hltm and overwrite its surface materials
goto the duped frag (in the proj tag) and point its hlmt reference at the new duped hlmt
open the chunk cloner and copy the martial response for tough to clipboard
open the chunk cloner in the duped plasma nade and ADD to the material responses reflexive
back to the duped frag open meta editor give it a initial and final velocity 5 & 5 (don't set any higher or you will have a noobtastic sticky gun)give it a arming time of 60 and change the delays (max and min) to 60 also SAVE
down to martial responses part of the editor and first change HARDS default response to reflect and set all its frictions (initial perp and parallel) to 2 (this makes it stick to the wall/floor without clicking like crazy) SAVE
do the same for TOUGH (this makes a grenade hitting a grenade bounce back) SAVE
Open the meta editor for the duped plasma nade give it the same speed (inital and final velocity) as the duped frag give it a very low arming time (0.1) (same for the delays too) SAVE
Down to the material responses for this plama and set tough to how you set tough in the duped frag (reflect 2, 2 & 2) SAVE
open the reference editor for the plasma pistol weapon and swap proj 0 to the duped frag and swap proj 1 to the duped plasma sign and ftp*
how to make it work in game take your PP and shoot twice whilst stationary the second frag will bounce back at you (duck or jump out of its way then shoot a charged shot from the exact same position as the first and be ready to move (this is placing explosives do it wrong and you could have no eyebrows left or legs for that matter) bear in mind that this is only really set up for hard or tough surfaces so maps like cylotron lockout turf would be good as for others I'm not sure
never underestimate the predictability of stupidity
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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I'd like to see it in action, but doing all that stuff is a hassle. Can you just post it in a mod in the downloads or tags/resources? Or PM me the patch?
Retired. Thank you neodos, DemonicSandwich, DarkShallFall, Dragonfire, foxfanatic2317, GOWO and everyone in the hall of fame.
If you want to know how I did something, take apart my mods.
If you want to know how I did something, take apart my mods.
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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Hmm thinking about this I think this could be used to make the ace mods trip mine less laggy, at the moment I don't understand how the 20 mine sensors work but I think they can be done away with if I can get these babies to spawn from a effect so that 1 invisible sticky with a tiny at rest detonation time bounces on the trip mine (may need to change its material) and it does damage enough to take out the trip mine, then it should be a kill to the player who set it and not the guardians
Ace mods feel free to use this if you want my ideas are public domain
Ace mods feel free to use this if you want my ideas are public domain
never underestimate the predictability of stupidity
- JacksonCougAr
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- DarkShallFall
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The projectile that the tripe mine gives off is extremely "bouncy" and it reflects from anything that passes over it and hits the the mine itself, causing it to explode. You get the same reaction if you shoot the mine.JacksonCougAr wrote:Sensor are projectiles that "hit" stuff. Cause areas damage and trigger bloc detonate.

Iron_Forge wrote:I assume I won?..I should get an emblem...
- bumlove
- Posts: 305
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I see now (I added a cont to those little scamps and watched them) and I understand why 2 or 3 on map causes lag (well it is 40 to 60 projectiles) but quite a reliable way of triggering, if I could get 1 plasma bouncing on the mine like I said ( low bounce, short at rest detonation time) would this be an improvement? I think it would cause less lag I'm not sure about the reliablity of the triggering, having more things go that boom is a good thing but not when they don't go boom reliably
I must say a tripe mine would be pretty messy (tripe is a dish made from sheep's innards) but its my kind of crazyDarkshallfall wrote:The projectile that the tripe mine
never underestimate the predictability of stupidity