Weapons
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- HAVOC
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Weapons
Hey guys, i was just wondering if there was any way to make recoil for some weapons. ( example such as firing rocket and flying backwards a few feet...)
Also, is it possible to throw a nade, shoot it, and it explodes when bullet strikes it or is this impossible?
And when you are in the worthog gunner seat is it possible to switch between weapons ( like if you are in a rocket worthog, u can switch the weapon to the machine gun weapon )
Just asking because I have no idea.
So is any of this possible?
Also, is it possible to throw a nade, shoot it, and it explodes when bullet strikes it or is this impossible?
And when you are in the worthog gunner seat is it possible to switch between weapons ( like if you are in a rocket worthog, u can switch the weapon to the machine gun weapon )
Just asking because I have no idea.
So is any of this possible?
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Re: Weapons
ok idk about the recoil but there was a topic about the nade nd i think they said that it wasnt possible and the switching of the r hog gun no it is impossible i thinkHAVOC wrote:Hey guys, i was just wondering if there was any way to make recoil for some weapons. ( example such as firing rocket and flying backwards a few feet...)
Also, is it possible to throw a nade, shoot it, and it explodes when bullet strikes it or is this impossible?
And when you are in the worthog gunner seat is it possible to switch between weapons ( like if you are in a rocket worthog, u can switch the weapon to the machine gun weapon )
Just asking because I have no idea.
So is any of this possible?
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- Ranger
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i'm not sure about adding the recoil, i'm sure it can be done, cause i played a mod that had "force nades" that would throw you several feet, you could set that as an effect of the weapon, maybe...
use the search function
and i think it was taxiservice that made the coll for the exploding nades... or rockets or something, ill check and let you know...
use the search function
and i think it was taxiservice that made the coll for the exploding nades... or rockets or something, ill check and let you know...
Last edited by Slapzy on Thu May 29, 2008 11:17 am, edited 1 time in total.
~ Teh Slapz

TaxiService wrote:OMG BARREL ROLL ON ACIDS
._. \·. |: /.· .-. ·.\.·/ ._. \·. |: /.· .-. ·.\
.·/ ._.
WHOOHHAGHGHHGEHGR
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those are different. this is force created by the rifle not by an explosion or something similar.Slappey wrote:i'm not sure about adding the recoil, i'm sure it can be done, cause i played a mod that had "force nades" that would throw you several feet, you could set that as an effect of the weapon, maybe...
use the search function
and i think it was fuel that made the coll for the exploding nades... or rockets or something, ill check and let you know...
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- Ranger
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hmm... true, set it to have an explosion as it shoots O_o which would kinda create the same effect O_o
either that or i have no idea what i'm talking about...
EDIT
Yup, here read this
viewtopic.php?t=5034&highlight=rocket+coll
technically possible for that part at least
you can DL the rocket coll from his filefront page i think
either that or i have no idea what i'm talking about...
EDIT
Yup, here read this
viewtopic.php?t=5034&highlight=rocket+coll
technically possible for that part at least
you can DL the rocket coll from his filefront page i think
~ Teh Slapz

TaxiService wrote:OMG BARREL ROLL ON ACIDS
._. \·. |: /.· .-. ·.\.·/ ._. \·. |: /.· .-. ·.\
.·/ ._.
WHOOHHAGHGHHGEHGR
Bear with me as it's been a while and I can't give specifics. I can however give you some general idea of what to do and where to look.
1. Recoil:
That is in the realm of jpt! tags that have to do with the weapon. I'd try playing with the floating point values in the jpt! tag ending in \trigger. Shake, jitter, and pushback sound like what you want.
2. Explosive Grenade:
IIRC what needs to be done is to swap in a coll model for the grenade so that you actually have something to shoot at. So in the proj you'll need to add a coll tag. That coll tag may or may not need a health value. Then you'll have to swap in explosive effe tags in the coll tag so that once it's destroyed there's an effect. First and second dependencies should be all that's necessary.
3. Changing Weapons as Gunner:
If I understand how halo works correctly, neither of the possible scenarios you are describing are possible. Being able to switch what weapon the turret fires has no precedent in the game nor in CE so it's reasonable to assume there's no game mechanic for it to exist. Likewise being able to switch from a gunners weapon to your personal weapon would not be possible because of the way the game treats seats. As a gunner you're always using the gunning weapon. As a passenger you're always using your weapon. One option that could be possible although most likely wouldn't be implemented without chunk cloning would be to have secondary fire as the machine gun.
That's the best I can do.
1. Recoil:
That is in the realm of jpt! tags that have to do with the weapon. I'd try playing with the floating point values in the jpt! tag ending in \trigger. Shake, jitter, and pushback sound like what you want.
2. Explosive Grenade:
IIRC what needs to be done is to swap in a coll model for the grenade so that you actually have something to shoot at. So in the proj you'll need to add a coll tag. That coll tag may or may not need a health value. Then you'll have to swap in explosive effe tags in the coll tag so that once it's destroyed there's an effect. First and second dependencies should be all that's necessary.
3. Changing Weapons as Gunner:
If I understand how halo works correctly, neither of the possible scenarios you are describing are possible. Being able to switch what weapon the turret fires has no precedent in the game nor in CE so it's reasonable to assume there's no game mechanic for it to exist. Likewise being able to switch from a gunners weapon to your personal weapon would not be possible because of the way the game treats seats. As a gunner you're always using the gunning weapon. As a passenger you're always using your weapon. One option that could be possible although most likely wouldn't be implemented without chunk cloning would be to have secondary fire as the machine gun.
That's the best I can do.
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Drop in the ocean wrote:Bear with me as it's been a while and I can't give specifics. I can however give you some general idea of what to do and where to look.
1. Recoil:
That is in the realm of jpt! tags that have to do with the weapon. I'd try playing with the floating point values in the jpt! tag ending in \trigger. Shake, jitter, and pushback sound like what you want.
2. Explosive Grenade:
IIRC what needs to be done is to swap in a coll model for the grenade so that you actually have something to shoot at. So in the proj you'll need to add a coll tag. That coll tag may or may not need a health value. Then you'll have to swap in explosive effe tags in the coll tag so that once it's destroyed there's an effect. First and second dependencies should be all that's necessary.
3. Changing Weapons as Gunner:
If I understand how halo works correctly, neither of the possible scenarios you are describing are possible. Being able to switch what weapon the turret fires has no precedent in the game nor in CE so it's reasonable to assume there's no game mechanic for it to exist. Likewise being able to switch from a gunners weapon to your personal weapon would not be possible because of the way the game treats seats. As a gunner you're always using the gunning weapon. As a passenger you're always using your weapon. One option that could be possible although most likely wouldn't be implemented without chunk cloning would be to have secondary fire as the machine gun.
That's the best I can do.
well, you can change it so that in the driver seat/ passenger seat you control the warthog's gun (I do believe)
Some people were saying about adding a secondary fire to a vehicle's weapon by injecting the banshee gun's meta into the warthog gun's spot,
but I couldn't get it to work.
and you could also use your weapons in the gunner seat, but thats no fun.
That's easy to do, just go in Eschaton > vehi > *vehicle you change most likely warthog or r_warthog* > seat > *seat you want to change either 01(driver) or 02(passenger) for hogs* > 32-bit Bitmasks > Flags > flip the bit. They're pretty self-explanatory.well, you can change it so that in the driver seat/ passenger seat you control the warthog's gun (I do believe)

Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.
A good example of this would be..Spartans can frikkin hold Grav Hammers.
Easily.
And pwn people with them.
@.@
AND THEY CAN FLIP TANKS!
LIKE PAPER-WEIGHTS!
GEEZUS!
(of course, this isn't possible for a real [as real as fictional futuristic inter-galaxy wars with biologically/mentally/etc. enhanced Super Soldiers go] but it is only in the game)
The recoil is, well, nothing to a Spartan.
(thanks for reminding meh Moxus, muahaha I got a chance to show off my uber knowledge XD)
Easily.
And pwn people with them.
@.@
AND THEY CAN FLIP TANKS!
LIKE PAPER-WEIGHTS!
GEEZUS!
(of course, this isn't possible for a real [as real as fictional futuristic inter-galaxy wars with biologically/mentally/etc. enhanced Super Soldiers go] but it is only in the game)
The recoil is, well, nothing to a Spartan.
(thanks for reminding meh Moxus, muahaha I got a chance to show off my uber knowledge XD)

Moxus wrote:Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.
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Yeah spartans can climb ladders and flip almost any vehicle with out even using their arms. But the slightest fall from about 10 feet kills them.....0_oG[v]N wrote:A good example of this would be..Spartans can frikkin hold Grav Hammers.
Easily.
And pwn people with them.
@.@
AND THEY CAN FLIP TANKS!
LIKE PAPER-WEIGHTS!
GEEZUS!
(of course, this isn't possible for a real [as real as fictional futuristic inter-galaxy wars with biologically/mentally/etc. enhanced Super Soldiers go] but it is only in the game)
The recoil is, well, nothing to a Spartan.
(thanks for reminding meh Moxus, muahaha I got a chance to show off my uber knowledge XD)
?Fe?thers? [Full]
Jhypestype [Demo]

^Credit to G[v]N^

somewhat tasty!
Jhypestype [Demo]

^Credit to G[v]N^

somewhat tasty!
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that is because the shield is low to not there on their feet, if you fall from a height your feet are bound to hurt, and with their super-enhanced skeletons they might have bones going through their legs, therefore rendering their legs useless.jhypestype wrote:Yeah spartans can climb ladders and flip almost any vehicle with out even using their arms. But the slightest fall from about 10 feet kills them.....0_oG[v]N wrote:A good example of this would be..Spartans can frikkin hold Grav Hammers.
Easily.
And pwn people with them.
@.@
AND THEY CAN FLIP TANKS!
LIKE PAPER-WEIGHTS!
GEEZUS!
(of course, this isn't possible for a real [as real as fictional futuristic inter-galaxy wars with biologically/mentally/etc. enhanced Super Soldiers go] but it is only in the game)
The recoil is, well, nothing to a Spartan.
(thanks for reminding meh Moxus, muahaha I got a chance to show off my uber knowledge XD)
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