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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »flying type vehicles that can strafe

Author Topic: flying type vehicles that can strafe (12 messages, Page 1 of 1)
Moderators: Dennis

JadeMcLain
Joined: Nov 13, 2018


Posted: Mar 6, 2019 12:14 AM    Msg. 1 of 12       
https://www.youtube.com/watch?v=QhXJR54QwH8

We name the vehicle, detect when the vehicle driver exists.

(script static unit b0_driver (vehicle_driver b0))

Then we load the vehicle into a flying biped thats been tweaked to move like the vehicle, when the driver doesn't exist anymore we unload the vehicle from the invisible blank collision-less flying biped.


(script continuous b0_strafe
(if (!= (unit_get_health (b0_driver)) -1)
(begin
(set rider_ejection false)
(objects_attach b0 "" fly1 "")
(objects_detach b0 fly1)
(vehicle_load_magic fly1 "stand" b0)
(sleep_until (= (unit_get_health (b0_driver)) -1))
(vehicle_unload fly1 "")
(set rider_ejection true)
)
)
)

Edited by JadeMcLain on Mar 6, 2019 at 12:15 AM


DeadHamster
Joined: Jun 8, 2014


Posted: Mar 6, 2019 01:17 AM    Msg. 2 of 12       
Do this but instead it makes marines drive warthogs better.

Like, without command lists. Just driving around using their A.I.

I got it working fairly good, but it's a hackjob.

You do weird things. Usually works really well. Do some weird things, let me know how it goes.


SOI_7
Joined: Mar 23, 2012

ZA WARUDO! TOKI WO TOMARE!


Posted: Mar 6, 2019 02:17 PM    Msg. 3 of 12       
Funny enough, this is how we got the Hawk working in SPv3. Always nice to see someone pushing his limits to achieve something, no matter how complicated it is


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Mar 6, 2019 04:53 PM    Msg. 4 of 12       
I like weird


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Mar 6, 2019 06:45 PM    Msg. 5 of 12       
i cant get this script to work properly
how would you set it up in sapien?
Edited by savinpvtmike on Mar 6, 2019 at 07:01 PM


JadeMcLain
Joined: Nov 13, 2018


Posted: Mar 6, 2019 08:54 PM    Msg. 6 of 12       
Quote: --- Original message by: DeadHamster
Do this but instead it makes marines drive warthogs better.

Like, without command lists. Just driving around using their A.I.

I got it working fairly good, but it's a hackjob.

You do weird things. Usually works really well. Do some weird things, let me know how it goes.


I was actually thinking about doing that, I'll post it here if I find anything out.

Quote: --- Original message by: savinpvtmike

i cant get this script to work properly
how would you set it up in sapien?
Edited by savinpvtmike on Mar 6, 2019 at 07:01 PM


First you need to name a vehicle b0, or you can change the name and replace that in the script.
Then you need to add this above everything in the script.
(script static unit b0_driver (vehicle_driver b0))
If you haven't already, you need a script folder in your data directory under levels\test\yourlevelname\scripts\script.hsc

If anything else comes up I'd be happy to help.
Edited by JadeMcLain on Mar 6, 2019 at 09:00 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Mar 6, 2019 09:10 PM    Msg. 7 of 12       
do i set up a biped?


JadeMcLain
Joined: Nov 13, 2018


Posted: Mar 6, 2019 09:36 PM    Msg. 8 of 12       
Quote: --- Original message by: savinpvtmike
do i set up a biped?


I forgot to mention that you need a flying biped like the sentinel, make a copy of its gbxmodel and have the shaders point to a blank glass shader (you can make a new glass shader in guerrilla and save it to the tags directory, name it null). This will make the flying biped invisible. Then you give it a seat, make the label "stand" or some other label from the vehicles animation tag, have it be the driver and gunner. The vehicle_load_magic command will now be able to load the vehicle into this flying biped.

You would also need to mess around with the movement settings for the biped to make it like the vehicles.

Then you would need to change the markers so the vehicle aligns correctly, the realtime editor will come in handy for this.

I can post my test map and script soon, it will be in this thread.

edit: the rider ejection part should not be left false, that was my bad
Edited by JadeMcLain on Mar 6, 2019 at 09:59 PM


savinpvtmike
Joined: Apr 18, 2010

It's heavily inserted


Posted: Mar 6, 2019 10:15 PM    Msg. 9 of 12       
cool i got it working thx my man


DeadHamster
Joined: Jun 8, 2014


Posted: Mar 7, 2019 12:58 AM    Msg. 10 of 12       
Quote: --- Original message by: JadeMcLain
Then you would need to change the markers so the vehicle aligns correctly, the realtime editor will come in handy for this.


Ewwww








(script startup starting_up
(sleep driver_loop -1)
)




(script continuous b0_strafe
(if (!= (unit_get_health (b0_driver)) -1)
(begin
(set rider_ejection false)
(objects_attach b0 "" fly1 "")
(objects_detach b0 fly1)
(vehicle_load_magic fly1 "stand" b0)


(custom_animation fly1 "characters\cyborg\cyborg" "B-driver Enter" 1)
(sleep_until (= 0 (unit_get_custom_animation_time fly1))
(wake driver_loop)



(sleep_until (= (unit_get_health (b0_driver)) -1))


(sleep driver_loop -1)
(custom_animation fly1 "characters\cyborg\cyborg" "B-driver Exit" 1)
(vehicle_unload fly1 "")



(set rider_ejection true)
)
)
)



(script continuous driver_loop

(custom_animation fly1 "characters\cyborg\cyborg" "B-driver unarmed idle" 1)
(sleep_until (= 0 (unit_get_custom_animation_time fly1))

)









I separated my addition as best I can. Now when the proper conditions are met, the biped will have the proper cyborg's animations played on it. No need to use standing animations and readjusting. Two changes should be made to accomodate this;

The flying biped needs it's model and animations replaced with the master chief or more accurately the player's biped.

The flying biped's seat needs to have the flag "invisible rider" ticked.

Everything else should work as is.


JadeMcLain
Joined: Nov 13, 2018


Posted: Mar 7, 2019 02:56 AM    Msg. 11 of 12       
I never had a problem with the animations. The align stuff can be cut out entirely if you use the model and coll of the vehicle for your biped, then make the model invisible.


Masters1337
Joined: Mar 5, 2006

halonaminator's unfortunate idol


Posted: Mar 7, 2019 09:18 AM    Msg. 12 of 12       
We basically did the hawk this way as SOI said. YOu can check out our script for it here:

https://www.dropbox.com/s/ioj2fjulhg5xeh4/hawk_script.hsc?dl=0

 

 
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