View Full Version : HCE Plasma Launcher
Spartan314
January 4th, 2012, 03:00 AM
Hey guys, I've been around here for a while but haven't signed up until recently because of an issue I have with a Plasma Launcher I'm trying to make with Bobble.
We've come close, but for one problem.
The charging animation is not playing with the actual charge effect:
http://www.xfire.com/video/526009/
Bobble: So, the issue with the Plasma Launcher at this point is one of animations. 314 made a charging animation, that works using the plasma pistols tagging, but when trying to combine it with the effect in the video, it doesn't seem to be possible. Does anyone know if it would be possible to link an overcharge animation with the tagging seen here?
One thing I found while messing around was this:
http://www.xfire.com/video/5260b4/
When the battery is around 2% or lower, the charge starts, but then stops and then the charge animation plays.
Posted a thread in Halomaps forum but it was pretty much ignored.
If anybody has any idea of how to make this work, please help.
Donut
January 4th, 2012, 04:00 AM
i have a feeling the 4 shot burst is whats tripping you up. from what ive seen, the 3 shot burst on the h2 battle rifle was accomplished using a very fast charge effect, and if you guys are using the same tag trick for your 4 shot burst, thats probably why your animation isnt working. thats probably why you get the animation issue around 2% battery too
Spartan314
January 4th, 2012, 11:31 PM
So... is there a way around this?
Spartan314
February 5th, 2012, 12:23 AM
Sorry for the bump but...
I'm working on Plasma Launcher again, but for some reason, when I update the fp.animations, the FP weapon disappears.
2610 http://www.xfire.com/video/53f019/
I've checked that the FP model and the weapon used in the animation are the same.
I've checked that no nodes in the animations are hidden.
I've checked that the nodes and models attached to the end-model are the same in the animations and fp model.
The node checksums were initially different, but I moved the animation checksum to the model, but it is still invisible.
Used the H3R arms to animate.
I'm totally bewildered as to what to do. And I don't exactly want to make NEW animations, because of all the work I've done on the previous.
t3h m00kz
February 5th, 2012, 01:34 AM
tool output when compiling the animations?
Spartan314
February 5th, 2012, 02:36 AM
God knows why this didn't work the first time, but I decided to redo everything. Reexported, recompiled and it worked. Now only if the charge animation played while it was actually charging...
t3h m00kz
February 5th, 2012, 04:45 AM
welcome to close-sorced game developement tools
Spartan314
February 11th, 2012, 04:06 PM
http://beta.xfire.com/videos/542808 (http://beta.xfire.com/videos/542808)
*Insert sad face here*
Donut
February 11th, 2012, 04:18 PM
^ its stuff like that that ultimately lead me to leaving CE. my love is weapon development, and i was upset when i figured out a lot of the stuff i wanted to do wasnt really possible. you might be able to turn to open sauce to figure this out (because it simulates burst fires with a very rapid charge overflow thing, right?). im thinking an extra variable to handle charging time might help, but then again, i havent touched the HEK in about 3 years, and i havent touched open sauce at all, so i dont know if its that simple. i doubt it.
Spartan314
February 17th, 2012, 03:44 AM
Alright guys I figured out the problem. FINALLY. (Again, thanks to Bobble.)
Bobble said that the function is linked to the PRIMARY trigger, and not the secondary, which the animation uses, which was the reason the animation and the function wasn't going together.
Bobble said it is impossible to get the effect working on the secondary trigger, so I was wondering if I could get an overcharged.jmm working on the primary trigger.
For you lazy tl;dr
*We found the problem
*Function uses primary, and animation uses secondary trigger, which was why both didn't go together.
*I need to know if I can implement the overcharged.jmm on the primary trigger.
Spartan314
February 21st, 2012, 12:44 AM
Found out it is impossible to make both go together. :(
So, which would you guys rather want?
A PL with animation but one shot, or a PL with 4 shots but no animation?
t3h m00kz
February 23rd, 2012, 03:15 PM
how about you make it fire one projectile that instantly detonates and spawns four projectiles
=sw=warlord
February 27th, 2012, 07:18 PM
how about you make it fire one projectile that instantly detonates and spawns four projectiles
Would those even lock on?
t3h m00kz
February 27th, 2012, 07:41 PM
I would assume so? They're .projectile tags, p sure tracking is in those
or better yet just make it fire once and shoot four projectiles. wtf was I even thinking with that earlier suggestion
=sw=warlord
February 27th, 2012, 07:43 PM
I would assume so? They're .projectile tags, p sure tracking is in those I thought tracking was based on whether the reticle was red or not.
or better yet just make it fire once and shoot four projectiles. wtf was I even thinking with that earlier suggestion
Lol
t3h m00kz
February 27th, 2012, 07:52 PM
wtf are you talking about, red reticule doesn't affect anything but auto aim
how about you actually go look at the tags before you decide to mock what I say
=sw=warlord
February 27th, 2012, 08:00 PM
wtf are you talking about, red reticule doesn't affect anything but auto aim
how about you actually go look at the tags before you decide to mock what I say
Back when I was messing with Halo PC I noticed it seems that if the reticle wasn't red then the projectile wouldn't track.
It was a long time ago since I even opened up the editors let alone actively tested this stuff so I may be wrong.
nuttyyayap
February 27th, 2012, 08:35 PM
And you are wrong.
Very, VERY wrong.
Projectiles track no matter how they're fired, hell, spawn a projectile through an effect and it'll home in on the nearest derp.
t3h m00kz
February 27th, 2012, 09:01 PM
what do I know, I've only done two total conversion weapon mods and various assorted tagging
Bobblehob
February 27th, 2012, 10:24 PM
Sorry bros, but that wouldnt make the effect we want, he is trying to replicate the Reach weapon function where it fires four projectiles in a string. If we wanted to make it fire 4 at once, then that would have been done long ago :P The issue here is that I already made the launcher fire these 4 shots spaced out over a second like the Reach weapon does, but in doing so, because the effect only works with the primary trigger, we cannot use a charging animation. The other option is to use the the secondary fire and have the animation, but in the process the effect that fires 4 projectiles spaced out over a second cannot be used. We are trying to find a way of incorporating that effect with the secondary trigger.
Spartan314
February 28th, 2012, 03:05 AM
Pretty much it in a nutshell.
Unless someone makes a breakthrough in making it work on secondary trigger.
And we can't make the overcharge animation to work on the primary trigger because it's hard coded into the game. :(
t3h m00kz
February 28th, 2012, 12:29 PM
You know how you can get it to work right?
Open sauce
Bobblehob
February 28th, 2012, 12:38 PM
Umm, maybe, I haven't seen anything yet in the Open Sauce funtions that would allow for what we want here. If you do please let us know.
Spartan314
February 28th, 2012, 02:05 PM
Gosh, I've yet to do ANYTHING with opensauce...
I guess the Plasma Launcher would be a good place to start.
t3h m00kz
February 29th, 2012, 03:09 AM
If people can hack normal maps into character models, add motion blur, add premutations to animations, and enable single-fire with a br while scoped in, I would have to assume a plasma launcher would be more than possible
Spartan314
March 3rd, 2012, 02:20 AM
Any tutorials on where to start with opensauce?
t3h m00kz
March 4th, 2012, 03:00 PM
Korn would know
Spartan314
March 17th, 2012, 01:59 AM
How do I find Korn's contact details... -___-
t3h m00kz
March 17th, 2012, 02:46 AM
dude he's like
on these forums
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