Nope (not sure where you got this idea tbqh)
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Actually, back before I got my new computer I reanimated and tweaked the Plasma Rifle's model for Plasma Pack 1, but I haven't been able to get anything to work since that.
Hmmm, this is very odd. Perhaps my eyes were playing tricks on me. I'll load a map and see what happens again. Unless CLS Grunt tweaked some crap for his Captus level (which has your alleged Plasma Rifle), I'll come back with hopefully a short video of what I mean.
Update:
And God said, let there be multiple permutations. And there were...multiple permutations. :-3
I've scrapped my old build of OS (which was mainly me just fucking around and learning the in's and out's of the SDK) and started a more serious implementation. I do plan on redoing what' I've shown for first person animations, but I haven't gotten around to it yet.
Something else peaked my interests:
I've added support for multiple damage permutations, as seen in halo 2 and halo 3.
How it works: The user simply compiles his model and collision with whatever names you'd like, then define the permutation parameters in a custom tag (zteam_globals). The model permutes based on a damage threshold value in that custom tag. When a region reaches that threshold of damage, the model permutes. I'll show a more complete demonstration later on, I whipped this box up in 5 minutes since someone was too busy to make me a vehicle with these properties...I'm looking at you cad :toughguy:. (it's alright buddy ;P)
Ohh btw, you're not restricted to 4 permutations, you can define as many as you'd like and they'll permute as long as there's a damage threshold value to test for. Plus, this fixes a problem where any region over the eighth (the original block limit which is bypassed in OS) wouldn't permute.
You sir are full of win.
Wow, nice work! +Rep
Good stuff, this has a lot of potential.
I cant see the vid, and pardon if i missed something but is this for vehicles only or bipeds too?
Edit: hopped on compy, saw video, pretty nice. It'd be awesome if you found a way to make flood infection forms morph into pure forms etc etc. :P
It works on any object, but the problem with bipeds is that they don't play their corresponding ping animations. It's fixable, but I'm frankly not interested in pursuing it simply because there aren't any halo 2 or 3 bipeds that have more than one damage permutation...that I'm aware of.