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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »plasma pistol charge effect?

Author Topic: plasma pistol charge effect? (21 messages, Page 1 of 1)
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Hydrogen
Joined: Dec 6, 2009

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Posted: Jan 31, 2010 12:39 AM    Msg. 1 of 21       
this has been bothering me for a while. So my idea is to implent the plasma pistol charge fire. on my weapon so I dont lose my nades. but.... heres my idea to do this in my case a grenade launcher. it will take 4 seconds to charge. when it overheats it reloads the piece in my case (the noob tube) but It would go out of my ammo for it. so is there anyway to fix this?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 31, 2010 12:54 AM    Msg. 2 of 21       
I think what you're trying to say is that you want it to launch a grenade launcher by charge firing.


FoxtrotZero
Joined: Aug 3, 2008

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Posted: Jan 31, 2010 01:44 AM    Msg. 3 of 21       
I'm confused. Is this an under-barrel mounted grenade launcher, or is the gun actually a grenade launcher?


Hydrogen
Joined: Dec 6, 2009

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Posted: Jan 31, 2010 02:54 AM    Msg. 4 of 21       
gammas right. and yes its under barrel mounted


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 31, 2010 10:33 AM    Msg. 5 of 21       
You'd probably set it to discharge once it's fully charged, like the spartan laser. However, overheat animations in CE loop; that is, they play the enter animation, they loop, then they exit. Dunno if you can squeeze in a reload that way.


FoxtrotZero
Joined: Aug 3, 2008

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Posted: Jan 31, 2010 07:29 PM    Msg. 6 of 21       
I see what you're getting at.

Simple

Enter: Preparing to fire the grenade
Loop: Ready to fire the grenade.
Exit: Projectile fires, and is reloaded

Its easy to make the "Fire" animation include the reload animation, as both will happen, you just have to make sure that the weapon fires at the beginning of the animation.

I also have no clue how you will make charged shots take from a different ammo source.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 31, 2010 10:19 PM    Msg. 7 of 21       
No, no, no. The OVERHEAT is enter, loop, exit. The charging itself is another story. So after you discharge and fire, you play the overheat animation, which is the three animations I listed above.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Jan 31, 2010 10:39 PM    Msg. 8 of 21       
Charge: Preparing
Fire: Fire
Enter: Prepare to reload
Loop: Reloading
Exit: Prepare for Regular Firing


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 31, 2010 10:44 PM    Msg. 9 of 21       
Problem is, you can't really loop a reload, and make it look good.


FoxtrotZero
Joined: Aug 3, 2008

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Posted: Jan 31, 2010 11:27 PM    Msg. 10 of 21       
Then make it only loop once...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Jan 31, 2010 11:33 PM    Msg. 11 of 21       
There is a reason why it's a looping animation .________.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Feb 1, 2010 07:11 PM    Msg. 12 of 21       
Well you have to set it to loop for a certain period of time or else it would go on forever...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 1, 2010 07:50 PM    Msg. 13 of 21       
It goes for as long as the heat is greater than a certain threshold. We need to make it able to cut at any time, and smoothly transition to the next animation, no matter how long or short your gun is overheated.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Feb 1, 2010 09:27 PM    Msg. 14 of 21       
Or, seeing as how the weapon is not actually overheated, time it so that the gun is no longer overheated as soon as the animation ends.

Huzzah.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 1, 2010 09:38 PM    Msg. 15 of 21       
...

Then the animation WON'T PLAY if the gun isn't actually overheated.


FoxtrotZero
Joined: Aug 3, 2008

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Posted: Feb 1, 2010 10:07 PM    Msg. 16 of 21       
I meant actually overheated as in, its not a plasma weapon, and so its not overheated. Overheated is simply the term used by the mechanism being used for the desired effect.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 1, 2010 10:57 PM    Msg. 17 of 21       
That's still clumsy and inefficient. The best way to do it is fire-2.


FoxtrotZero
Joined: Aug 3, 2008

Digging Foxholes by Profession


Posted: Feb 2, 2010 09:58 AM    Msg. 18 of 21       
Yes, but i've always gotten upset when people try to suggest alternate ways when i ask how to do it a certain way. That defeats the purpose of the request.

Granted, having a grenade launcher and a thrown grenade IS somewhat redundant...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 2, 2010 07:13 PM    Msg. 19 of 21       
I want to figure out how to solve the equation: x + 1 = 5, by drawing a triangle, determining angle ratios, squaring everything to the 12th power, converting the coordinates to polar form, and using dimensional analysis for the entire problem. Anyone want to help?


Hydrogen
Joined: Dec 6, 2009

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Posted: Feb 2, 2010 11:26 PM    Msg. 20 of 21       
I remember doing this on good old halo pc. by using harbinger to take the map and put it in a halo pc format. then using eschaton to extract it into my map. then replacing the shotgun with it switching anims gbx models etc. but it worked fine just I wanna make correct anims for it to reload. cant it be simple like cmts BRG reload? but the ammo meter for it sucks.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Feb 2, 2010 11:37 PM    Msg. 21 of 21       
CMT's BRG has the reload animation built into the fire-2 animation, so the fire-2 animation includes both the firing AND the reloading.

 

 
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