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Exploding when Killed
Posted: Wed Jun 06, 2007 2:33 pm
by bumlove
You know how armies blow up their own downed tanks and planes to prevent them falling into enemy hands well I'd like for my MC to blow up when killed to ward away compulsive corpse humpers, it would have to be a really explosion not just a visual one
I figure scripts could do it but I don't know how they work and I'm only just beginning at modding (so far it's projectile swaps, teleporters, adding new items to the map - noob stuff)
I was wondering if there was any other way to do it? and could someone give me some pointers
I have 2 directions of thought on this
1 add the explosion to the death some how (would it be jmad?)
2 use the grenades you drop when killed to cause the explosion
Posted: Wed Jun 06, 2007 2:42 pm
by sneakyn8
yeah i would definitely like this to be made a tut jessecuster has it in his scarecrow mod so its definitely possible
Posted: Wed Jun 06, 2007 3:12 pm
by FALLEN_60
dropping grenades would be more logical and possible
Posted: Wed Jun 06, 2007 3:31 pm
by Phaile
What if you don't have any grenades when you die.
Posted: Wed Jun 06, 2007 3:44 pm
by bumlove
I suppose if you have no grenades when you die the corpse humpers can have their way with you
save a few grenades or get humped, it's your choice
Posted: Wed Jun 06, 2007 4:03 pm
by FALLEN_60
lol makes sense to me
Posted: Wed Jun 06, 2007 4:25 pm
by bumlove
I've come very close I had a beaver creek map I had messed with weeks ago and I thought it had failed so I forgot about it
I had used chain spawning to add an 3 plasma projectiles to the lights & sounds reflexive of effects\contact\collision\blood_aoe\blood_collision_human tag path
Right now I had tried removing the health from the frag grenades and making them as heavy as hell so when they where dropped at death they exploded that doesn't work so then I tried throwing them up in the air 2 see if they would explode on impact I got a bit too close to the explosion and when my shields where fully down (s_kill) there appeared the 3 plasma nade
Almost there
Posted: Wed Jun 06, 2007 4:41 pm
by ali954
wat u could do it find one of the effects that happens to the corpse when u die and duplicate the secondary banshee explosion tag and link it to that and then change the plasma explosion to a regular one. or u could make the elite the plasma explosion and the mc a regular one.
Posted: Wed Jun 06, 2007 4:53 pm
by Dissolution241
wat u cood do is copy the Health/Shields reflexive from a Fusion Core and add them to your Biped's Health/Shields reflexive. (Through Entity's Chunk Cloner of course).
Posted: Wed Jun 06, 2007 5:05 pm
by bumlove
Ahhh that makes more sense dissolution is the health shield reflexive of the fusion core in Bloc or Hltm?,
and I suppose I'd have to make the health shields and shield renew rate of that match the specification of the MC too so you didn't blow up from a stay bullet when your shield was quite healthy
Posted: Wed Jun 06, 2007 5:32 pm
by Dissolution241
Yes, it's in the [hlmt] tag of the [bloc] fusion core.
Posted: Wed Jun 06, 2007 5:37 pm
by ScottyGEE
You can use many tags...But nice work on understanding it dissolusion...It saved me explaining it
Its a very kool thing...It makes the term boom headshot more scary.
Posted: Wed Jun 06, 2007 5:39 pm
by halo0001
the problem with that is if u swap the mc's or elites hlmt to the fusion core itll either freeze the map or youll have a really glitchy fusion core bipd lol
Posted: Wed Jun 06, 2007 5:55 pm
by Th2mods
ScottyGEE wrote:You can use many tags...But nice work on understanding it dissolusion...It saved me explaining it
Its a very kool thing...It makes the term boom headshot more scary.
after reading that i was convinced to play Gears of war =p
Posted: Wed Jun 06, 2007 6:35 pm
by Dissolution241
ScottyGEE wrote:You can use many tags...But nice work on understanding it dissolusion...It saved me explaining it
Its a very kool thing...It makes the term boom headshot more scary.
Hey Scotty, what exactly needs to be done to the [hlmt] after you add the reflexive? I've only had it work occasionally... Any help with that would be greatly appreciated.
I've been mainly doing it on obstacles, and it works 100% well with the generic human military crate. However on others, they will either freeze or just dissapear.
Posted: Wed Jun 06, 2007 7:16 pm
by bumlove
I cant really tell if adding the health shield reflexive to the MC mp reflexive works, it seams though there is a force to my death but no visible explosion
Am i right in copying the whole health shield reflexive of the fusion coil (I used battery cos it was midship) to the clip board then adding that to the health shield reflexive of the MC mp then adding the added reflexive meta to the map or have I gone tits up somewhere?
Posted: Wed Jun 06, 2007 8:09 pm
by Fleabag77
The explosion will only be visible if the fusion coil is in the same map, but since you're using the battery on Midship, I see no reason for it not to work. Try doing it on another map, maybe?
Posted: Thu Jun 07, 2007 12:37 am
by bumlove
I must be going wrong somewhere so I'll type out exactly what I doing so someone can call me stupid and then tell me where I'm going wrong
1 opening hlmt selecting objects\gear\military\fusion_coil\fusion_coil open the chunk cloner
2 Adding the reflexive named health shields to the clipboard
3 opening hlmt objects\characters\masterchief\masterchief_mp open the chunk cloner
4 clicking on chunk 0 named masterchief.mode
5 clicking add to selected reflex/chunk
6 opening up the reflexive named health shields clicking on chunk 1 named hard_metal_thick_hum
7 adding meta to map
Posted: Thu Jun 07, 2007 1:15 am
by Fleabag77
I see what you're doing wrong. In step two, don't copy the entire reflexive to the keyboard, copy the chunk inside it (hard_metal_thick_hum). Then open masterchief_mp, and click the Health/Shields reflexive. Click Add To Selected Reflex/Chunk, and then expand the Health/Shields. You should see two chunks (master_chief_plasma_shield_fp and hard_metal_thick_hum). Then click Add Meta To Map.
1 opening hlmt selecting objects\gear\military\fusion_coil\fusion_coil open the chunk cloner
2 expanding the Health/Shields reflexive and copying the chunk named hard_metal_thick_hum to the clipboard
3 opening hlmt objects\characters\masterchief\masterchief_mp open the chunk cloner
4 clicking on Health/Shields reflexive
5 clicking add to selected reflex/chunk
6 opening up the reflexive named Health/Shields and making sure both chunks are there
7 adding meta to map
Then just open the Meta Editor, scroll down to the Health/Shields value, change the dropdown box to 1:, and then change the health to 45 (default MC health value).
If I made a mistake explaining this, please tell me.
Posted: Thu Jun 07, 2007 1:31 am
by ScottyGEE
Pretty sure that's it off memory...Then also remember to change the jpt! and the effe of the after effect of when MC dies...Lets say instead of the fusion core explosion.effe make it explosion_large\rocket_explosion.effe with the jpt! of frag_grenade_boarding.jpt! or something...So when you kill the mc, he'll explode like a rocket but do the damage of a frag grenade...
I was going to make a 5minute mod out of that kind of thing, no shileds, no grenades, exploding mc's and make it dark so its hard to tell whos around until they're right in front of you...I was gonna call it "chain reaction" becuase when they in front of you, your reaction is to shoot, which ends in your demise aswell, and hopefully people nearby
