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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Reflecting sniper

Author Topic: Reflecting sniper (19 messages, Page 1 of 1)
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CPU Terminator
Joined: Apr 11, 2010

Common sense in not common


Posted: Apr 14, 2010 12:11 PM    Msg. 1 of 19       
Hi ppl I am trying to make the sniper deflect off metal objects. However after seeing the effect in Ratrace I decided to limit the amount of reflects possible... What I did was to give the sniper bullet projectile a minimum travel speed of 150 wups and try to set the perpendicular and parallel friction to a certain amount to allow the sniper to deflect off metal objects for a maximum of 6 times. Can anyone recommend some values? Also if my minimum speed is too low also tell me.
Thks


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 15, 2010 01:26 AM    Msg. 2 of 19       
Quote: --- Original message by: CPU Terminator
However after seeing the effect in Ratrace


Wow. I wonder what happened. Enlighten us with a video my good sir.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: Apr 15, 2010 01:38 AM    Msg. 3 of 19       
lol many bad things i bet


CPU Terminator
Joined: Apr 11, 2010

Common sense in not common


Posted: Apr 15, 2010 03:54 AM    Msg. 4 of 19       
What happened? This happened... I tried out the reflecting sniper and and I think it over reflected and the entire map was "toured" by the single shot... There were white streams in every corner... I bet if u blindly fire you can get a killtacular... Maybe I'll make a vid but rlly, not fun if the enemy has the sniper lol.

Anyway... I need the values!!

Thx again
Edited by CPU Terminator on Apr 15, 2010 at 03:57 AM


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Apr 15, 2010 10:10 PM    Msg. 5 of 19       
covie shield


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 16, 2010 10:38 AM    Msg. 6 of 19       
Quote: --- Original message by: sleepy1212
covie shield


That would help to make the reflecting material, but it seems he already has that. What he is looking for is values that make the bullet stop reflecting after a short while.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 16, 2010 12:24 PM    Msg. 7 of 19       
There are a few values in the projectile, if I recall correctly, which designate a certain angle at which the projectile will reflect at.


CPU Terminator
Joined: Apr 11, 2010

Common sense in not common


Posted: Apr 17, 2010 02:58 AM    Msg. 8 of 19       
Quote: --- Original message by: Gamma927
There are a few values in the projectile, if I recall correctly, which designate a certain angle at which the projectile will reflect at.
I know that but all I care about it how to limit the amount of bounces without affecting the maximum distance the bullet can travel.


Daemon
Joined: Oct 12, 2007


Posted: Apr 17, 2010 03:52 AM    Msg. 9 of 19       
Quote: --- Original message by: CPU Terminator

What happened? This happened... I tried out the reflecting sniper and and I think it over reflected and the entire map was "toured" by the single shot... There were white streams in every corner... I bet if u blindly fire you can get a killtacular... Maybe I'll make a vid but rlly, not fun if the enemy has the sniper lol.

Anyway... I need the values!!

Thx again
Edited by CPU Terminator on Apr 15, 2010 at 03:57 AM


I think I'd rather have this weapon then anything else.

Any way you can post a ratrace variant with that sniper?


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 17, 2010 11:37 AM    Msg. 10 of 19       
o comon, any map whit this gun in it will be runed unless it's a outside map! The concept will only be compleet whit the limitations defined.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 17, 2010 12:14 PM    Msg. 11 of 19       
Quote: --- Original message by: CPU Terminator
Quote: --- Original message by: Gamma927
There are a few values in the projectile, if I recall correctly, which designate a certain angle at which the projectile will reflect at.
I know that but all I care about it how to limit the amount of bounces without affecting the maximum distance the bullet can travel.

Changing the angle to something much smaller DOES affect the amount of bounces. If you think about it, if you were to limit the angle to something almost parallel, the odds of the sniper bullet bouncing would be minuscule. For example, if you were to fire one off in rat race, directly at a wall, it wouldn't bounce. If you were to fire it almost parallel, it would bounce off, but keep traveling until it hits a wall. It won't bounce off that wall, however, because the angle limitations make it impossible for the bullet to bounce off.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Apr 17, 2010 04:32 PM    Msg. 12 of 19       
Yes, that is true, but not exactly what he's looking for. I still prefer your way: bullets bouncing off nonparallel surfaces isn't real.
Edited by SlappyThePirate on Apr 17, 2010 at 04:33 PM


GameCreat0r
Joined: Apr 9, 2010

"Perhaps the ending has not yet been written..."


Posted: Apr 17, 2010 04:37 PM    Msg. 13 of 19       
How about making the bulled explode aftera centrain number of bouces. the explode can be whit a force of 0 making it look like a dissaper. I mean like a needler needle that jus explodes after some time but in this case make it happen after a number off reflextions. (Idk how to make the bullet count that)


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 17, 2010 06:39 PM    Msg. 14 of 19       
If you are trying to make a bullet/projectile reflect from metal, then do the following:

1.) Open Guerilla. Open the .projectile tag of the sniper rifle. Go down to the bottom where it says "Material Responses."

2.) Go to the drop down box of the material of metal you are using (Thin, Thick, Hollow).

3.) Go to the small area named "Default Result" and go to the drop down box by "Response." Now drop down and click on "Reflect." Your sniper bullet should reflect off the metal surface.

However, if you are in a map, make sure the material surface of the map's metal is actually labeled as a metal. Sometimes, by default, it's named as dirt.

^This is the best way to accomplish reflecting bullets. But if you are worried about the constant reflecting of the bullet, then here is possible solution:

1.) In the projectile tag, go to $$$PROJECTILE$$$ and go to the section called "detonation timer starts" and go to the drop down box. Click the section called "after first bounce."

2.) Make sure the properties under "Reflection" at the bottom of the tag are at 0. Both of them. If you wish to test your theory using these two, though, the 1st step will need to be changed to "At rest" and you'll need to start with SMALL integers, like 1 or 2.

3.) I'm pretty sure guided angular velocity is used for tracked projectiles, like the needler.
Edited by DarkHalo003 on Apr 17, 2010 at 06:47 PM


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 17, 2010 08:02 PM    Msg. 15 of 19       
The OP knows how to make the bullet bounce off of metal. He's only trying to limit the number of bounces.


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Apr 17, 2010 09:33 PM    Msg. 16 of 19       
Quote: --- Original message by: Gamma927
The OP knows how to make the bullet bounce off of metal. He's only trying to limit the number of bounces.

Read the second half of my post DERP.


CPU Terminator
Joined: Apr 11, 2010

Common sense in not common


Posted: Apr 18, 2010 07:36 AM    Msg. 17 of 19       
DarkHalo003, good idea but the sniper takes less than a second to cover the map with streams of death... Setting a detonation timer is rather useless... The angle limiting thing sounds interesting but would anyone recommend some values I can test with?
Thks


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Apr 18, 2010 11:01 AM    Msg. 18 of 19       
The needler's needle reflects between 0 and 25 degrees. I'd suggest something about a half or a quarter of that, between 0 and 6 degrees, maybe? This way, it's much more difficult to allow the bullet to reflect, as I explained in my earlier post.


CPU Terminator
Joined: Apr 11, 2010

Common sense in not common


Posted: Apr 19, 2010 04:34 AM    Msg. 19 of 19       
Quote: The needler's needle reflects between 0 and 25 degrees. I'd suggest something about a half or a quarter of that, between 0 and 6 degrees, maybe? This way, it's much more difficult to allow the bullet to reflect, as I explained in my earlier post.


Thks for providing sumthing I can test with! Gonna test it right away!

 

 
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