Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 25

Thread: Just another Idea

  1. #11

    Re: Just another Idea

    I know it's possible to use scripts to attach scenery objects to special nodes on bipeds (characters hold/manipulate objects in cinematics) and I think it may be possible to do with named weapon objects as well. But come to think of it I've only ever seen these objects attached to the right hand, which is the same hand a unit's weapon gets attached to if I'm not mistaken. It may be that a biped can only have one such special node.

    I'll have to experiment with this.
    Reply With Quote

  2. #12
    Senior Member leorimolo's Avatar
    Join Date
    Apr 2007
    Posts
    611

    Re: Just another Idea

    Quote Originally Posted by Polamee View Post
    1. Can the Backpack weapon mod work for AI as well as players?
    No


    2. Could you generate a script so the AI could switch out weapons at a certain checkpoint and switch from an Assault Rifle to a C4 Charge, then switch back to the assault rifle?

    No

    3. Is it possible [if backpack weapon mod works] to make an animation for the ODST's to throw the Assault Rifle on their backs when they pull out the C4?

    No
    Do you not know shit? All of that can be done with scripts.
    Edit Rob they used permutations.
    Reply With Quote

  3. #13
    I was like Um. Delta4907's Avatar
    Join Date
    Sep 2007
    Location
    New York, USA
    Posts
    549

    Re: Just another Idea

    Quote Originally Posted by Rob Oplawar View Post
    I know it's possible to use scripts to attach scenery objects to special nodes on bipeds (characters hold/manipulate objects in cinematics) and I think it may be possible to do with named weapon objects as well. But come to think of it I've only ever seen these objects attached to the right hand, which is the same hand a unit's weapon gets attached to if I'm not mistaken. It may be that a biped can only have one such special node.

    I'll have to experiment with this.
    You can attach the object to any marker, but I am not positive about nodes. I've attached a flood infection form biped to a cyborg head marker for kicks, and it worked.
    Reply With Quote

  4. #14

    Re: Just another Idea

    Quote Originally Posted by leorimolo View Post
    Rob they used permutations.
    Definitely not. The index, Keys' pipe, Cortana's Chip, and Jenkins' Helmet are all scenery objects.

    e: Aha, and in the Jenkins scene in 343GS, the Chief simultaneously holds Jenkins' helmet in one hand and the recording chip in the other. So I'm gonna take that as evidence that this is definitely possible.
    fake ee: Oh yeah, and there's also that marine in the intro cinematic who is holding the two light things to guide pelicans. Duh. Silly me.
    real eee: Oh yeah, I always confuse nodes and markers. My bad.
    more edits: *is remembering more and more now* In that same 343GS cinematic, one of the marines holds a live, animated flood infection form, like how Delta mentioned. And it would seem vehicles can be attached to markers on other vehicles (peli carrying warthog) and iirc the attached vehicle can be occupied at the time. Halo lets you attach a ton of stuff to a ton of other stuff. I'm suddenly seeing a whole new world of scripting opportunities...
    Last edited by Rob Oplawar; March 12th, 2009 at 12:52 PM.
    Reply With Quote

  5. #15
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Just another Idea

    A pelican carrying another pelican carrying a tank carrying 5 marines carrying rockets that shoot pelicans!
    Reply With Quote

  6. #16
    Senior Member leorimolo's Avatar
    Join Date
    Apr 2007
    Posts
    611

    Re: Just another Idea

    Thats one I would like to see!
    Rob I was refering to Zteams mod, they used permutations on the Bipds each one had a different weapon
    Reply With Quote

  7. #17

    Re: Just another Idea

    oic. Not to get off topic, but can you dynamically switch a biped's permutation with scripts? I thought once an object was created its permutation was fixed.
    Reply With Quote

  8. #18
    Senior Member leorimolo's Avatar
    Join Date
    Apr 2007
    Posts
    611

    Re: Just another Idea

    Quote Originally Posted by Rob Oplawar View Post
    oic. Not to get off topic, but can you dynamically switch a biped's permutation with scripts? I thought once an object was created its permutation was fixed.
    Yeah, thats the whole idea behind the backpack mod, when X person as this weapon1, and is curriently weilding this other weapon2, then select weapon 1 permutation. (which would have the weap on the back)
    Reply With Quote

  9. #19

    Re: Just another Idea

    Weird, I always assumed it worked the other way, with the appropriate weapon being attached to a marker on the back.
    Reply With Quote

  10. #20
    Back for the Russian Halo p0lar_bear's Avatar
    Join Date
    Sep 2006
    Location
    Connecticut
    Posts
    5,572

    Re: Just another Idea

    Quote Originally Posted by Rob Oplawar View Post
    Weird, I always assumed it worked the other way, with the appropriate weapon being attached to a marker on the back.
    Unfortunately, attachments don't work so well in multiplayer. The attached object will lag behind; think of the warthogs on the pelicans in Coldsnap.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •