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Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
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DoorM4n
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Post by DoorM4n »

Q: How would I make it so when I throw a grenade, projectiles fly in all directions? I have been able to make frag grenades fly in all directions, but when i change the projectile to a needler projectile, the needler flys straight up in the air
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Post by CaptainPoopface »

DoorM4n wrote:Q: How would I make it so when I throw a grenade, projectiles fly in all directions? I have been able to make frag grenades fly in all directions, but when i change the projectile to a needler projectile, the needler flys straight up in the air
In the effect tag for your frag grenade detonation, where you chain spawn the needler projectile, you have to adjust the velocity cone angle. It sounds like your angle is 0 right now, which is why the needles go straight up. The velocity cone angle describes how the projectiles will fly from the explosion. I have never been able to achieve a cone angle greater than 90 degrees (1.57 radians), but I haven't worked at it too hard.

If you look at the effect tag for the warthog bumper_destroyed, you will see various values for the cone angle, radius min and max, angular velocity, etc. I understand what those terms mean but not how they affect the trajectory of the particles. Set them to different things if that's what you want, or do some experiments to figure out what's what. The angular velocity and radius min and max are what confuse me.

The needler shard is weightless, so it will radiate straight out from the explosion. If you want a parabolic trajectory (needles fly up and back down in an arc), set the air gravity scale of the needles in the proj tag to something greater than 0.

One last thing: If you are having non-realistic trajectories with your needles, try setting their velocity to 0 in the proj tag. The explosion effect will give them velocity. At their default velocity, they may travel so fast that they override the cone angle in the effect.
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Post by OKII_Tsukemono »

Q: How Do i make it so that when i spawn in waterworks i spawn with an Assault Bomb?
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Post by DoorM4n »

OKII_Tsukemono wrote:Q: How Do i make it so that when i spawn in waterworks i spawn with an Assault Bomb?
Make your starting weapon the assault bomb by going to the scnr tag and locate the Starting Weapon reflexive. Easy as pie if you ask me.
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Post by OKII_Tsukemono »

DoorM4n wrote:
OKII_Tsukemono wrote:Q: How Do i make it so that when i spawn in waterworks i spawn with an Assault Bomb?
Make your starting weapon the assault bomb by going to the scnr tag and locate the Starting Weapon reflexive. Easy as pie if you ask me.
Q: Yeah But where is the Assault Bomb Located at? in which Tag?
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Post by iBotModz »

Q: Why do I get non-negative value JIT Debugger error on Halo2 Core when trying to BSP convert gemini and deltacontrol/bsp0
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Post by DoorM4n »

OKII_Tsukemono wrote:
DoorM4n wrote:
OKII_Tsukemono wrote:Q: How Do i make it so that when i spawn in waterworks i spawn with an Assault Bomb?
Make your starting weapon the assault bomb by going to the scnr tag and locate the Starting Weapon reflexive. Easy as pie if you ask me.
Q: Yeah But where is the Assault Bomb Located at? in which Tag?
It is in the weapon tag called the assault_bomb. BTW, use insolence or entity

iBotModz wrote:Q: Why do I get non-negative value JIT Debugger error on Halo2 Core when trying to BSP convert gemini and deltacontrol/bsp0
H2 Core does not work for everyone. If you are have problems with H2core, my best answer is to ask someone who can get it to work.
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Post by OKII_Tsukemono »

Q: Okay you know when you're using shader Swap And what not how do you make a spartan like bright red when he has invisibilty on? and also how do you make shader swap work when you do it too the weapons you can actually see it when you're holding it?
Last edited by OKII_Tsukemono on Sun Sep 02, 2007 10:31 pm, edited 1 time in total.
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Post by DoorM4n »

I dont understand at all. :cry: ^^^
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Post by -Legendary- »

(I think he is asking how to make the oversheild be red, (around the MC) instead of yellow.)
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Post by OKII_Tsukemono »

-Legendary- wrote:(I think he is asking how to make the oversheild be red, (around the MC) instead of yellow.)
close but i was actually asking how too make it when you have invisiblity you're bright red instead of clear.
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Post by DoorM4n »

OKII_Tsukemono wrote:
-Legendary- wrote:(I think he is asking how to make the oversheild be red, (around the MC) instead of yellow.)
close but i was actually asking how too make it when you have invisiblity you're bright red instead of clear.
Try swapping the active camoflauge shader for a random shader. Then change that random shader's bitmaps to red. It may not work though. :(
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Post by OKII_Tsukemono »

DoorM4n wrote:
OKII_Tsukemono wrote:
-Legendary- wrote:(I think he is asking how to make the oversheild be red, (around the MC) instead of yellow.)
close but i was actually asking how too make it when you have invisiblity you're bright red instead of clear.
Try swapping the active camoflauge shader for a random shader. Then change that random shader's bitmaps to red. It may not work though. :(
i already tried that lol thanks anyways
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Post by bumlove »

Q: I have a shotgun that shoots one plasma nade I like the projectiles speed but it has very poor accuracy over distance how can I improve this.
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Post by CaptainPoopface »

bumlove wrote:Q: I have a shotgun that shoots one plasma nade I like the projectiles speed but it has very poor accuracy over distance how can I improve this.
The shotgun has a deviation angle to control the spread of projectiles when fired, and this is probably what's causing your accuracy problem. The easiest way to adjust it is to use the XML plugin for the [weap] tag and set the min and max deviation angles to 0. They may also be labelled in the Meta Editor, but it's been awhile since I've checked.

Alternately, you could pick a different gun to shoot your plasma grenades, then simply swap its [jmad] with that of the shotgun.
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Post by bumlove »

Thank you Cpt
weirdly In entitys meta editor those angles are set to zero I looked in dothalo and numbers that were AA angle and magnetism angle in entity are the deviation angles in dothalo any way reduced both by a factor of 100 and its good

Q:Is there any effect (effe) that is called upon only at the time of death (I want to chain spawn a skull to where a warrior has fallen).
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