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Multiple impact effects

Posted: Thu Nov 15, 2007 6:46 pm
by bumlove
Looks at the edge of possibility, takes 2 steps back and then takes a running jump,
I figure this one is a tough cookie, I'm trying to make a few things right now, and being able to have events to effects that have delays between each other isn't that easy (possible I'm sure)*edit I found one effect that has 7 yes 7 events woop!*

I'll explain so its understood by all, all projs have the option of having impact effects is there a way to have many different effe's set to one impact so you might have
impact effect(0)
impact effect(1)
impact effect(2)
in the proj's idents list

I can't figure out if you can so I'm going to try make a effe spawn a delayed effe that might do it *edit(FAILED xp to myself) I detest chain spawning but might have to*

Also a bit of clarification please if a death is the result of an effect the kill goes to the player who caused that effect but if the effect is an attachment the kill goes to the guardians, IS this correct?

Re: Multiple impact effects

Posted: Thu Nov 15, 2007 10:06 pm
by neodos
bumlove wrote: Also a bit of clarification please if a death is the result of an effect the kill goes to the player who caused that effect but if the effect is an attachment the kill goes to the guardians, IS this correct?
Yes, so the first proj effe spawning another proj which will spawn a second effe is not a good idea if you want that effect to kill a player.

Posted: Thu Nov 15, 2007 11:13 pm
by bumlove
holla nedos, the very man, I'm trying to use this technique I found (by accident) to make a trip mine different to yours (excellent work btw) a few problems are that sometimes the active grenade will edge its way off the grenades its bouncing between, slowing down the active one seems to help, but then it's useless in open spaces, for open spaces I wanted the second placer grenade to stick to the roof of the bsp (the boundary of the bsp) no joy there so I made it have no gravity and that works ok, I just have to have the active one a lot faster, since "u da man" do you have and tips or pointers that could help (if I could, making the placer grenades have a small square flat coll might sort it)

to clarify I'm using a frag(I changed the surface material) with parallel and perp frictions of 2 so they stick where ever, it has a impact effect that has 2 events, event 1 sends a similar frag upwards and event 2 is delayed for 2 seconds and that sends up a sticky that has its a material response to reflect at the same speed as which it hit (initial friction 2) so in theory it should bounce forever (until the placers blow up)

as I said sometimes it slides off and other times it (the active one) just blows up in between bouncing (its set to at rest for detonation) I have more experimenting to do yet any pointers would be great

Posted: Fri Nov 16, 2007 1:52 am
by CaptainPoopface
In my experience, chain-spawned projectiles give the kill credit to the player, not to the Guardians.

Bumlove, I still haven't had a chance to test your mod, unfortunately. Do you still have faith in that idea? I'll check it out soon.

It sounds like you're trying to make a vertical trip mine now - is that right? I'm working on a similar idea in my current mod. I'll send it to you once I get it working. I also have a new method in mind that could work very well for a trip mine as well, but it'll need some testing.

Posted: Fri Nov 16, 2007 10:51 am
by neodos
Hi, i can't really understand what you need, here is how works the tripmine so the projectiles are always shooted up:

Image

I hoe this can help you, you can get the tripmine tags here:
http://forums.halomods.com/viewtopic.php?t=69662

Posted: Fri Nov 16, 2007 11:08 am
by bumlove
thank you needos even adding a cont to the sensors I couldn't tell if they where shooting up or bouncing and its because of the attachment effect that makes the resultant kill one for the guardians

yes captain thats what I have generally found (that a player created effect causing a kill credits the player ) but I also figure that constant effes that are attachments like the smoke on a pre-exploded proj frag grenade ends up being a guardian kill (like acemods trip grenade)
I've been busy testing random things and I think some of them you may be interested in
I made a understanding for the force grenade which also became a shield mine (walk over it and loose your shield,can result in a guardian kill so far)
In trying to fix that, I made a effect that sticks to a player upon impact that spawns prt3s and pmovs (that spawn off the impact point of the player even when moving) and can last for however long you want (might help with your knife idea although it spawns at any impact so it might be better as a biological weapon)
In the understanding I sort of gained whilst farting about
I think I found a way to make your proximity mine with only 3 effects and 2 grenades
As for the upright trip line mine (the line will be removed for this one -invisible) it works in enclosed spaces for about 17 seconds so far further tweaking to be done yet, as for open spaces it works
and the standard trip mine line has been tweaked to prevent it being a second trigger noobtastic sticky gun (slow and gets exponentially faster)

more twiddling to be done yet but a if I could spawn a very heavy weightless stationary frag grenade directly up from the primary grenade that would solve my indoors/outdoors problem

*edit It either works perfectly indoors and poorly out doors or the other way round*

Posted: Fri Nov 16, 2007 12:55 pm
by CaptainPoopface
Neodos, thanks for the picture explaining how the trip mine works. That's a clever implementation, certainly not among the many ideas I tossed around before getting a working mine.

Bumlove, your heavy floating stationary grenade is easy - make a gun shoot a floating grenade at 0 velocity, which chain spawns the weightless heavy grenade, and the grenade for the ground (it will need a non-zero air gravity scale), which will fall immediately below it. I don't know why you dislike chain spawning. It's the best thing since peanut butter.

Yes, I am interested in your attaching prt3/pmov effect. Please send me a patch or tell me how you did it. I've never had luck manipulating effect attachments. It sounds like you could just change the smoke trail effe of a frag grenade to some other prt3/pmov, and then set the detonation time to whatver you want. Is that right? It sounds too easy...

I found a way to make your force grenade work, but it does not work when attaching to bipeds, which is what I really wanted it for. It's also indestructible, lasting as long as the grenade timer. There may be some finesse to it, but the short answer is, chain spawn a needler shard from the impact effect of a frag grenade with the frictions set to 2. Then change the jpt of the needler shard detonation so that it has the force you want and no damage. It creates a nice fiery purple bush on the ground.