automated artillery
Moderator: Halo Moderators
automated artillery
I was wondering if anyone knew how to put some form of automated artillery into bloodgulch, something that would just rain grenades or something onto the field, all by itself.
Also, I was wondering if it's possible make it so that when you, say, fire a certain gun or throw a grenade, it calls in a banshee airstrike that flies across the field and then leaves.
Thanks!
Also, I was wondering if it's possible make it so that when you, say, fire a certain gun or throw a grenade, it calls in a banshee airstrike that flies across the field and then leaves.
Thanks!
Re: automated artillery
There is no proper artillery in Halo beyond the Wraith cannon, and unless there have been some huge breakthroughs that escaped this forum, vehicle weapons cannot be spawned and AI-controlled like you mean. (Though, I suppose it would be possible to have AI spawn in a standalone turret with a custom model and a proj that arcs much like the fuel rod gun.)
An air strike would probably require the use of CE, if it's even possible to create one. You could, however, have the projectile(s) spawn from high above and fall wherever you aim. Easy enough to do in demo with Eschaton.
An air strike would probably require the use of CE, if it's even possible to create one. You could, however, have the projectile(s) spawn from high above and fall wherever you aim. Easy enough to do in demo with Eschaton.
Re: automated artillery
You could make an airstrike. Just change the Z of the projectile (At least I think it's Z) to 100. It will make the projectile come from the sky rather than your gun. You could also make it like a shotgun with lots of rounds and a giant spread to cover the whole gulch.
-
- Veteran
- Posts: 332
- Joined: Mon Jul 14, 2008 3:15 pm
- Location: At my computer modeling various things in 3ds Max.
- Contact:
Re: automated artillery
if you want artillery that shoots by itself, like in COD, in the scenery of the back of the horizon, you would have to use scripts,and animations... so yeah.. you can't currently do that in halo demo for mac. Only in CE, to my knowledge there isn't a scripting program for mac.
- zapconquest
- Ranger
- Posts: 1336
- Joined: Sat Dec 09, 2006 11:31 am
- Location: on a secret mission in uncharted space
- Contact:
Re: automated artillery
I remember a mod from a long time ago called apocalypse or something like that, and it had rockets constantly falling from the sky, but I'm not sure how they did it.
Re: automated artillery
Thanks very much, gents, I'll see what I can do.
Neko-chan, you mentioned having projectiles spawn above the map. That thought crossed my mind, as well. Could you elaborate a bit on it?
Neko-chan, you mentioned having projectiles spawn above the map. That thought crossed my mind, as well. Could you elaborate a bit on it?
Re: automated artillery
I remember this as well. I believe a weapon is spawned very high up and has some of the following bitmask options enabled:
holds trigger when dropped
reflexives->triggers->bitmasks:
locks in on/off state
sticks when dropped
That way when it spawns it starts firing automatically (from what I remember).
It's usually adjusted to have more random firing times by making the upper and lower bounds further apart. You'd probably want to give it infinite ammo (rounds per shot = 0 ) and maybe swap within the collision and model tags to make it invisible and untouchable. Then it's just a matter of having several of them and letting them fall to the ground and respawn all the while producing very powerful projectiles. I'd probably make the z-offset of their firing very high so even when they hit the ground the projectiles spawn higher up, but compensate by having a very large weight to the modded projectiles.
holds trigger when dropped
reflexives->triggers->bitmasks:
locks in on/off state
sticks when dropped
That way when it spawns it starts firing automatically (from what I remember).
It's usually adjusted to have more random firing times by making the upper and lower bounds further apart. You'd probably want to give it infinite ammo (rounds per shot = 0 ) and maybe swap within the collision and model tags to make it invisible and untouchable. Then it's just a matter of having several of them and letting them fall to the ground and respawn all the while producing very powerful projectiles. I'd probably make the z-offset of their firing very high so even when they hit the ground the projectiles spawn higher up, but compensate by having a very large weight to the modded projectiles.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
Download Eschaton: Mediafire
Download Eschaton: Mediafire
Re: automated artillery
Probably Eschaton. There's a link in my signature. Also some time in the next few days, keep an eye out for a topic when the new version is released.
Disclaimer: I am no longer active. Any posts, PMs or other communication I use has no guarantee of accuracy or follow up.
Download Eschaton: Mediafire
Download Eschaton: Mediafire
Re: automated artillery
Mmkay, thanks.
By the way, I managed to get a rather primordial version of the artillery up and running, and it works beautifully. Quite scary, though...
Thanks a bunch
By the way, I managed to get a rather primordial version of the artillery up and running, and it works beautifully. Quite scary, though...
Thanks a bunch
-
- Ranger
- Posts: 1806
- Joined: Mon May 05, 2008 3:21 pm
- Location: ~root@208.113.172.130# sudo rm -f /
Re: automated artillery
I like this guy.
Didn't even know which program to use, but knew what he wanted, and figured it out without making 35 topics.
This one displays intelligence. ^_^
Didn't even know which program to use, but knew what he wanted, and figured it out without making 35 topics.
This one displays intelligence. ^_^
~ Teh Slapz

TaxiService wrote:OMG BARREL ROLL ON ACIDS
._. \·. |: /.· .-. ·.\.·/ ._. \·. |: /.· .-. ·.\
.·/ ._.
WHOOHHAGHGHHGEHGR
Re: automated artillery
You took the words from my mouth.
He is the kind of guy MGM needs more of.
Willing to listen, wait, and consequentially learn.

He is the kind of guy MGM needs more of.
Willing to listen, wait, and consequentially learn.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.
-
- Green Beret
- Posts: 3470
- Joined: Sat Jun 03, 2006 11:08 am
- Contact:
Re: automated artillery
A long, long time ago I swapped the shotgun and the fuel rod's positions as well as their projectiles. I locked the shotgun into fire, and around the map it goes, raining fuel rod blasts as it flies around. I think it was called random destruction or something. Under my map files, I think its "random" or "shotgun". The point is, later on when SleepingInsomniac19 created his Apocalypse mod, with crazy volcanic effects, real darkness and meteor showers, I almost instantly recognized how he made the thing. I just managed to catch a glimpse of rockets flying out of a certain point that constantly changed.
Alt has part of it correct. You lock the trigger in an On state on a weapon with infinite ammo (with sticks when dropped). This causes it to fire when the game starts up. This is the far less technical bit right here: just give it high explosive projectiles. Or something with a large area of effect and high force. That way, when it fires, the weapon is affected, throwing it into the sky to spiral through the air until it hits a boundary. As you know, gravity takes effect (or not, if you turn it off - "unaffected by gravity: true") and it falls to earth. Once it hits, though, it is thrown back into the air through the explosion force. Like I said, very very simple. However, I find turning off gravity makes it less fun.
For a better look at how the shotgun I described works (which is the same way SI19's meteor gun works) check this mod out:
http://monoman.edgegaming.com/modules.p ... ndom_Death
For a look at a different (and in my opinion, much better) artillery effect, check out the fuel rod in this mod:
http://monoman.edgegaming.com/modules.p ... ly_Evolved
The first is more artillery-like. The second shows what happens when you use high rates of fire and extremely high projectile arcs combined. (to get the fuel rod going, you must pick it up and fire)
Yes, both are by me. But I haven't seen anyone else other than SI19 making artillery-like, non-player controlled weapons. And if I recall, Apocalypse was never officially released. Although I think I might still have the beta...
Alt has part of it correct. You lock the trigger in an On state on a weapon with infinite ammo (with sticks when dropped). This causes it to fire when the game starts up. This is the far less technical bit right here: just give it high explosive projectiles. Or something with a large area of effect and high force. That way, when it fires, the weapon is affected, throwing it into the sky to spiral through the air until it hits a boundary. As you know, gravity takes effect (or not, if you turn it off - "unaffected by gravity: true") and it falls to earth. Once it hits, though, it is thrown back into the air through the explosion force. Like I said, very very simple. However, I find turning off gravity makes it less fun.
For a better look at how the shotgun I described works (which is the same way SI19's meteor gun works) check this mod out:
http://monoman.edgegaming.com/modules.p ... ndom_Death
For a look at a different (and in my opinion, much better) artillery effect, check out the fuel rod in this mod:
http://monoman.edgegaming.com/modules.p ... ly_Evolved
The first is more artillery-like. The second shows what happens when you use high rates of fire and extremely high projectile arcs combined. (to get the fuel rod going, you must pick it up and fire)
Yes, both are by me. But I haven't seen anyone else other than SI19 making artillery-like, non-player controlled weapons. And if I recall, Apocalypse was never officially released. Although I think I might still have the beta...
Who is online
Users browsing this forum: No registered users and 20 guests