Page 1 of 2

weapon pickup

Posted: Tue Sep 02, 2008 3:36 pm
by tucker933
well ive swapped a bunch of stuff around with the flamethrower to make a spartan laser, but have the model of a plasma cannon while keeping the normal plasma cannon still on the map so i swapped the model and a few other things but i have one problem. when it runs out of amo u cant pick it up again., the reason why is because like with a weapon with a clip if u give it 1 clip to start with, it wont pick up any amo from like weapons. well thats whats like my problem, since its a flamethrower, it has canisters like clips, but i want it to function like a plasma cannon, how it will just drop the empty weapon for the full one, rather than try and pick up its non-existent amo

Posted: Tue Sep 02, 2008 4:19 pm
by guysullavin
well, what you could do is there might be a flag in the clip section of the weapon, and it may say something like "weapon exhausts upon depletion" or something along those lines

Posted: Tue Sep 02, 2008 4:24 pm
by xbox
look at the setting for the the fuel rod gun in HMT and compare it to the flame thrower until you find what you want with trial and error.

Posted: Tue Sep 02, 2008 4:26 pm
by tucker933
guysullavin wrote:well, what you could do is there might be a flag in the clip section of the weapon, and it may say something like "weapon exhausts upon depletion" or something along those lines
ive looked =\ no flags
xbox wrote:look at the setting for the the fuel rod gun in HMT and compare it to the flame thrower until you find what you want with trial and error.
ive checked that as well, no luck

Posted: Tue Sep 02, 2008 5:20 pm
by DeadHamster
give it no ammo, and use heat/energy, just like plasma weapons.

Make sure that you have phenom's plugins pack, and go to the weapon branch, click it, and under triggers, make heat generated per round equal 1, and make age generated per round 0.2

Then go up, and find other heat values,

Heat Recovery Threshold=1E-09.
Overheated Threshold=1
Heat Detonation Threshold=1
Heat Detonation Fraction=0
Heat Loss Per Second=0.5
Heat Illumination=0


This will make it shoot once, overheat, then wait for 2 seconds before you can fire again. The Heat Recovery Threshold is what the heat level must be for it to be able to shoot, 1E-09 is very small, 0 wont work.

The 0.2 for age generated will make it lose 20 energy for each shot, out of a total of 100. 100/20=5! 5 Shots! Yay!

The Overheated Threshold I believe is what level it is when it's overheated
IDK what the next two are, heal loss per second is just that, and the Heat Illumination is how bright of a light appears from being overheated. 0 makes no light appear, which is what you want.

Posted: Tue Sep 02, 2008 8:17 pm
by tucker933
DeadHamster wrote:give it no ammo, and use heat/energy, just like plasma weapons.

Make sure that you have phenom's plugins pack, and go to the weapon branch, click it, and under triggers, make heat generated per round equal 1, and make age generated per round 0.2

Then go up, and find other heat values,

Heat Recovery Threshold=1E-09.
Overheated Threshold=1
Heat Detonation Threshold=1
Heat Detonation Fraction=0
Heat Loss Per Second=0.5
Heat Illumination=0


This will make it shoot once, overheat, then wait for 2 seconds before you can fire again. The Heat Recovery Threshold is what the heat level must be for it to be able to shoot, 1E-09 is very small, 0 wont work.

The 0.2 for age generated will make it lose 20 energy for each shot, out of a total of 100. 100/20=5! 5 Shots! Yay!

The Overheated Threshold I believe is what level it is when it's overheated
IDK what the next two are, heal loss per second is just that, and the Heat Illumination is how bright of a light appears from being overheated. 0 makes no light appear, which is what you want.
can anyone link me to these plugins? search yields nothing

Posted: Tue Sep 02, 2008 9:09 pm
by DeadHamster
http://forums.halomods.com/index.php?f=41

First Thing Stickied at the top, 64 Plugin Pack.

3rd Page Corvette19 posted 12 mirrors, download from 1 of those

Posted: Wed Sep 03, 2008 2:29 pm
by tucker933
DeadHamster wrote:give it no ammo, and use heat/energy, just like plasma weapons.

Make sure that you have phenom's plugins pack, and go to the weapon branch, click it, and under triggers, make heat generated per round equal 1, and make age generated per round 0.2

Then go up, and find other heat values,

Heat Recovery Threshold=1E-09.
Overheated Threshold=1
Heat Detonation Threshold=1
Heat Detonation Fraction=0
Heat Loss Per Second=0.5
Heat Illumination=0


This will make it shoot once, overheat, then wait for 2 seconds before you can fire again. The Heat Recovery Threshold is what the heat level must be for it to be able to shoot, 1E-09 is very small, 0 wont work.

The 0.2 for age generated will make it lose 20 energy for each shot, out of a total of 100. 100/20=5! 5 Shots! Yay!

The Overheated Threshold I believe is what level it is when it's overheated
IDK what the next two are, heal loss per second is just that, and the Heat Illumination is how bright of a light appears from being overheated. 0 makes no light appear, which is what you want.
this doesn't fix the ability to pick it up after empty =\

Posted: Wed Sep 03, 2008 4:09 pm
by DeadHamster
In halo PC, you can always pick up empty weapons.

Posted: Wed Sep 03, 2008 4:22 pm
by tucker933
DeadHamster wrote:In halo PC, you can always pick up empty weapons.
the whole reason i posted this was because you cant swap and empty one for a full one, and i explained why above, but idk how to fix it

Posted: Wed Sep 03, 2008 4:31 pm
by DeadHamster
ahhh i see. well hmmm....


Duplicate a plasma cannon. Thats the only way I can see it working. Unless theres some hax that changes the weapon from ammo-energy that I know not.

Posted: Wed Sep 03, 2008 4:35 pm
by tucker933
DeadHamster wrote:ahhh i see. well hmmm....


Duplicate a plasma cannon. Thats the only way I can see it working. Unless theres some hax that changes the weapon from ammo-energy that I know not.
=\ i already have a plasma cannon that im not nearly about to get rid of on the map, thats why i copied the model to the flamethrower =\

i decided to give it a clip, so u can pick up as i renamed them "batteries" from the other plasma cannons converted into spartan lasers and set it so it went from clip to clip without more than a half second pause, still not perfect, but it fixes the problem in a way

thanks for trying to help though

Posted: Wed Sep 03, 2008 4:53 pm
by xbox
For ammo you can just make it overheat when it fires and take away 20 blah of energy whenever fired. I don't know if you already did this I didn't really understand your post.

Posted: Wed Sep 03, 2008 5:03 pm
by tucker933
xbox wrote:For ammo you can just make it overheat when it fires and take away 20 blah of energy whenever fired. I don't know if you already did this I didn't really understand your post.

that doesnt fix the ability to pick up a new one when the first one dies =p

say you pick up a plasma cannon, and you shoot it till theres no amo left, and you want a new one, you go to the new one, and u cant pick it up what so ever without swapping it out for a diff weapon then picking it up. the reason is because i swapped the model to cover up a flamethrower, which uses the concept of clips (canisters technically) when you run out of amo in a flamethrower u go to another one and u pick up its old amo, you dont trade weapons for the new one, well since i swapped the models, i wanted it to act like the plasma cannon where u swap the old weapon for the new weapon, but you cant because it is trying to pick up its spare clips, and since it doesnt carry any spare clips because it only uses one to give the illusion of it working off a battery like a plasma cannon does, so theres no spare clips to pick up so it does nothing, what i want it to do is allow me to trade the old one for the new one as you do with a plasma cannon for example. thats my problem

Posted: Wed Sep 03, 2008 5:12 pm
by xbox
Then duplicate a fuel rod gun and start over from that.

Posted: Wed Sep 03, 2008 5:14 pm
by tucker933
xbox wrote:Then duplicate a fuel rod gun and start over from that.
the flamethrower has effects which wont copy over to a true fuel rod, so i need it to be a disguised flamethrower

Posted: Wed Sep 03, 2008 5:14 pm
by xbox
Like what?

Posted: Wed Sep 03, 2008 5:16 pm
by DeadHamster
Rebuild the map with a duplicated Plasma Cannon Tag, and you can have two totally seperate Plasma Cannons, that you can edit the model/skin/weapon info for, and have each be different.

Posted: Wed Sep 03, 2008 5:18 pm
by tucker933
xbox wrote:Like what?
http://screenshot.xfire.com/screenshot/ ... 0d226f.png

see the flame?

edit: i was thinking of changing the flame light volume to red so it matches, but that wouldnt really fit that well for people with original plasma bitmaps where the plasma is blue instead of red like mine

Posted: Wed Sep 03, 2008 5:25 pm
by xbox
Can't you just swap the muzzle flare?