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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »walk on moving stuff early idea

Author Topic: walk on moving stuff early idea (7 messages, Page 1 of 1)
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JadeMcLain
Joined: Nov 13, 2018

Moved to JadeUndead


Posted: Mar 6, 2019 05:27 AM    Msg. 1 of 7       
Devices will stick the player to them as they move, like objects from the later Halo games. If we use opensauce scripting, we can make the device follow the vehicle position. The problems I have right now are collision issues with devices bumping the vehicles, and device physics will randomly stop working after I go out far enough. Any help would be appreciated.


https://youtu.be/31ISKYnVtDs

edit:
https://youtu.be/xTU6RGh5JBc

edit2:
https://youtu.be/XATNWx59HU8
Edited by JadeMcLain on Mar 8, 2019 at 06:43 AM


Spiral
Joined: Apr 3, 2011

I hope i'm out of the way


Posted: Mar 8, 2019 08:53 PM    Msg. 2 of 7       
Heck yeah, progress is looking good. From what I recall Kirby did something similar in the past.
https://youtu.be/YkqsXof6oIY

LUA scripting method was being developed at some point too.
https://youtu.be/y_KCyRNK6sI

Glad to see someone is still interested in getting this idea working, nice work!


altis94
Joined: Oct 5, 2012

Join my Discord https://discord.gg/GDVEaRD


Posted: Mar 10, 2019 09:48 AM    Msg. 3 of 7       
I was working on a sapp lua script for walking on moving vehicles. It wasn't great and I kinda gave up on it because I'm too dumb to figure out the math. https://www.youtube.com/watch?v=PqUIbFuhmBk


Erutypus
Joined: Jan 1, 2018


Posted: Apr 2, 2019 03:13 AM    Msg. 4 of 7       
JadeMcLain, I am impressed with the progress you have made on this.
This would be awesome if you ever get it done.


EcoSurge
Joined: Apr 1, 2019

Moved to JadeRenegade


Posted: Apr 2, 2019 04:20 AM    Msg. 5 of 7       
Glad people are showing interest in these. I did fix that problem with the device physics by using two devices. The problem I have right now with this is that rotating will not stick the objects on it. Moving front back left and right works fine but any rotation will not carry the player or anything. Also because AI cant pathfind on anything but the BSP, I have to tell the game they are flying by checking the flying bitmask in the actor tag. They dont see the scarab and will walk right off if they want to. I'll probably make a better topic on this.


Erutypus
Joined: Jan 1, 2018


Posted: Apr 2, 2019 05:16 AM    Msg. 6 of 7       
Quote: --- Original message by: EcoSurge
They dont see the scarab and will walk right off if they want to.

Could you make some invisible walls that only effect the AI?


EcoSurge
Joined: Apr 1, 2019

Moved to JadeRenegade


Posted: Apr 2, 2019 08:38 AM    Msg. 7 of 7       
Quote: --- Original message by: Erutypus
Quote: --- Original message by: EcoSurge
They dont see the scarab and will walk right off if they want to.

Could you make some invisible walls that only effect the AI?


I tried something like that with bipeds the AI could detect attached at certain spots. It didnt work out. I was thinking of using recorded animations to give the AI pathfinding on non-bsp, when the AI goes to uncover or search, we detect where they are on the scarab with a biped and "objects_can_see_object", then play the right recorded anims.
Edited by EcoSurge on Apr 2, 2019 at 08:38 AM

 

 
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