CPU Terminator has contributed to 26 posts out of 469383 total posts
(.01%) in 3,477 days (.01 posts per day).
20 Most recent posts:
Yah sumtimes that happens, ;), good tip lemme check my animations. :p. BUt if anyone is certain for a fix out there pls advise.
Well the title says it all, I'm creating a wep where a KE Penetrator comes out the barrel however in game the projectile comes out to the left of the barrel... I tried using guerilla to ajust the offset but that just messed it up more...
PS I swearing the #primary trigger and the %primary ejection are matched up in a line.
I highly doubt it... Because the multi-kill codes are governed by the standard unchangeable halo program files.... all it does is use th resource from the tags when it needs it. For my game, since overkill is 4 kills I simply overwrote the original killtacular sound tag with my overkill sound... This is the only way I can think of add in an overkill into halo.
PS. Using that way causes killtacular to disappear
Edited by CPU Terminator on Jun 8, 2010 at 03:01 PM
... Sorta sad
Erm... I'm sorta losing you but.. anyway I am trying to do 2 things...
1) Create a projectile that doesn't look like it's going through the wall and make it have good physics...
2) Create an equipment using a similar model just that it is fitted with a group point as well...
Am I doing this all right cause I checked, things like rockets do have collision geometry and it makes it a whole lot better...
Sry if I sound nooby or stuff cause I ain't good friends with collision geometry here.
Hello ppl I was playing one of my maps with my friends, and it was set to all snipers but suddenly a laser came out of sumwhere and killed me. This made me thing of a question - Why doesn't custom weapons get filtered by the game's filter engine and what todo to make it be filtered?
Thks for answering my question people. Gamma927 yes setting a ground point makes it not sink through the ground but my projectile needs a collision geometry to. Since it is a large KE Penetrator it appears to sink through the ground when it is on the floor.
I tried to create the geometry and I got this error...
06.05.10 19:44:07 tool pc 01.00.00.0609 ----------------------------------------------
06.05.10 19:44:08 reference function: _write_to_error_file
06.05.10 19:44:08 reference address: 42ca20
06.05.10 19:44:08 Couldn't read map file './toolbeta.map'
06.05.10 19:44:08 EAX: 0x00000000
06.05.10 19:44:08 EBX: 0x01454A01
06.05.10 19:44:08 ECX: 0x00000000
06.05.10 19:44:08 EDX: 0x00000000
06.05.10 19:44:08 EDI: 0x0018F4C0
06.05.10 19:44:08 ESI: 0x00000000
06.05.10 19:44:08 EBP: 0x0018F398
06.05.10 19:44:08 ESP: 0x0018F388
06.05.10 19:44:08 EIP: 0x77660BE2, 83 C4 04 C2 ?????
06.05.10 19:44:08 EXCEPTION halt in .\import_collision_bsp\build_collision_geometry.c,#944: !realpoint3dcmp(point1, point2)
Hi ppl, I got another problem. Well it's more like a question, how to create collision geometry for my weapons and projectiles. Cause my objects currently sometimes randomly sink through the ground and stuff... And yes I have made a ground point.
Yes the model is massively huge but to debug that I remade a test map around the size of blood gulch and still had the prob. I also tried redrawing the fame, even re making a map completely but the error still persists.
Yo ppl, I was building this map and when I got to the structure everything went fine until I got this really random error that didn't even generate a wrl file?? Here is the debug dump:
05.16.10 22:29:30 tool pc 01.00.00.0609 ----------------------------------------------
05.16.10 22:29:30 reference function: _write_to_error_file
05.16.10 22:29:30 reference address: 42ca20
05.16.10 22:29:30 Couldn't read map file './toolbeta.map'
05.16.10 22:29:30 building intermediate geometry...
05.16.10 22:29:30 building collision geometry...
05.16.10 22:29:30 reducing collision geometry...
05.16.10 22:29:30 building collision bsp...
05.16.10 22:29:30 reducing collision bsp...
05.16.10 22:29:30 verifying collision geometry...
05.16.10 22:29:30 ### ERROR vertex #0 has a bad point.
05.16.10 22:29:30 ### ERROR failed to import collision bsp.
Ok here is the short version of what I know. Every vehicle has a tag called *.model_collision_geometry. In this tag the vehicle's health is set. There is also an field for a "damaged" value which also you to control what the vehicle does when it reaches this value. Finally there is 2 fields for a damaged and a destroyed effect.
Sounds simple enough but there is a catch...
For vehicles like the ghost and banshee it is easy to just set the values but for vehicles like warthog and scorp, the model is not rigged to explode... Which is a pain. In addition, there is no "destroyed" version bitmap for the scorp or warthog. So... Ya.
Copy of what?? All I got to do is get the smoke and the explosion fixed up but afterwards the scop and warthog looked perfectly shiny as if nothing happened... And sry I reverted the files already...
I found that it is link to the geometry of the model... Urg but I still have hope. Anyone out there care to teach me an easier way? Or send me the files?
Hey people, I got another problem - I want to make the warthog and the tank destroyable. I know how it works by checking the ghost tags. My info so far tells me just set a body vitality and a damaged state thing and finally and destroyed effect and I'm done... But I did all that and it didn't work...
Can anyone help?
Another prob for you people is that how do you make the vehicles spawn at full health again once they were destroyed?
Thks for help!
Edited by CPU Terminator on Apr 22, 2010 at 10:43 AM
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!
But I saw them infect in the campaign??? If that is scripted can anyone pls tell me the script?
Dude same question, but all I want to know is how to make them infect? With or without the infection form disappearing...
Ok here is what you do...
Go to your address bar and type "%systemroot%\System32" without the quotes.
Find a file called cmd.exe.
Copy it and paste it into your halo ce directory...
Run it instead of tool but don't delete tool.
If you don't already to you must start each command with "tool " without quotes.
So your structure command will be like this...
tool structure ...
Hope it helps.
Yo ppl, few days ago I made a fun torture map for amusement and found out something really wierd, the infection forms in the mpa don't infect the marines...? I checked which actor Varient I used nad discovered there was a "Infection form" and a "Infection form no pop". I tried both but non seem to infect the marines... I also tried swapping the type of marines but still no luck.
My question is how to get the infection forms to infect the marines and which actor varient should I use and whats the difference?
Thks for Help
PS The torture map is a tiny little map where 5 infection forms spawn per second and attack nearby helpless marines... I was planning to see how long it will take for the infection forms to infect the first person... But it never infected anyone... They just killed them and moved on...
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?