Tripwire Activation

Discuss general issues about modding HaloPC. Post ideas for mods here.
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WaeV




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Post by WaeV »

I'd also like an explosion. :P

Edit:
Philly wrote:I have an idea. Change the footstep effects of a particular surface to be something like a frag grenade explosion. Say, for example, you edited the collision of the log to be a small cube made from engineer skin. Engineer skin because you never see it used. Then you edit the globals/cyborg.foot file so that whenever you run, walk or land on that surface, you blow up.

Just an idea.
I missed this somehow. This seems to be what I'm looking for. How do i edit the globals foot tag? Hex? My list of offsets doesn't include the foot tag.
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Post by DeadHamster »

No, Hexing would be way overly difficult. Why would you do that with the abundance of programs available to you?

Use eschaton, it can be built for all 3 major OS's, and use the dependancy swapper to switch out under foot/globals/cyborg, something that isnt in the map.

Like on BG, theres no snow, so swapping the effe above snow for an explosion might make walking on snow have that surface explode.

Then, change the collision model of the log to have a material type of snow.

If you plan on doing this in hex, god bless you.

The offset for the material type in the collision model is 0x24, and the values are, as I believe 16bit shorts:

Code: Select all

<option name="dirt" value="0"/>
   <option name="sand" value="1"/>
   <option name="stone" value="2"/>
   <option name="snow" value="3"/>
   <option name="wood" value="4"/>
   <option name="metal (hollow)" value="5"/>
   <option name="metal (thin)" value="6"/>
   <option name="metal (thick)" value="7"/>
   <option name="rubber" value="8"/>
   <option name="glass" value="9"/>
   <option name="force field" value="10"/>
   <option name="grunt" value="11"/>
   <option name="hunter armor" value="12"/>
   <option name="hunter skin" value="13"/>
   <option name="elite" value="14"/>
   <option name="jackel" value="15"/>
   <option name="jackel energy shield" value="16"/>
   <option name="engineer skin" value="17"/>
   <option name="engineer force field" value="18"/>
   <option name="flood combat form" value="19"/>
   <option name="flood carrier form" value="20"/>
   <option name="cyborg armor" value="21"/>
   <option name="cyborg energy shield" value="22"/>
   <option name="human armor" value="23"/>
   <option name="human skin" value="24"/>
   <option name="sential" value="25"/>
   <option name="monitor" value="26"/>
   <option name="plastic" value="27"/>
   <option name="water" value="28"/>
   <option name="leaves" value="29"/>
   <option name="elite energy shield" value="30"/>
   <option name="ice" value="31"/>
   <option name="hunter shield" value="32"/>
Referenced from conure's collision plugin.


I'm assuming you know how you would hex that since that was your first response.







And I just now noticed there's no plugin for the foot tag.


Edit: Oh thats why. The "foot" tag doesn't exist.
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Post by bcnipod »

lol that might be a problem.

You would do Hexing because sometimes it is the best way.

also, I don't think that would work. because you would have to redefine some part of the map, because if you throw a grenade on the ground and walk over it it will not be an effect. it is an object that you would very rarely walk over, so I would not imagine there is an effect dependancy for walking over it.
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Post by Philly »

There isn't. There's a sound for walking on the wood, however, and above that is a nulled out effect dependency. How do people not know this? :P
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Post by bcnipod »

because I live to mod, and study the structure of tags and their dependancies for a thrill....
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Post by Philly »

Yeah, I wanna cover Cortana in all my tags...
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Post by bcnipod »

Philly wrote:Yeah, I wanna cover Cortana in all my tags...
OH SNAP!
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DeadHamster




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Post by DeadHamster »

Philleh wrote:There isn't. There's a sound for walking on the wood, however, and above that is a nulled out effect dependency. How do people not know this?
DeadHamster wrote: so swapping the effe above snow for an explosion might make walking on snow have that surface explode.
:\
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Philly




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Post by Philly »

Yeah, the surface doesn't explode, you do. There are a few problems with this method, however. The 'tripmine' won't dissapear after exploding, nor will it be activated by vehicles. I'm sure you could combine this method with the other one, though.
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Post by WaeV »

Mm. Maybe.

I've used hex, but not enough to understand what you said. I'll breeze over a tut when I have more time. Thanks for the input!
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Post by DeadHamster »

you dont need to use hex. use eschaton. or even HMT/HHT can probably do that
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WaeV




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Post by WaeV »

How do I know which effe to swap? There's a ton in there.
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Post by DeadHamster »

DeadHamster wrote:
DeadHamster wrote: so swapping the effe above snow for an explosion might make walking on snow have that surface explode.
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WaeV




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Post by WaeV »

So how do I make the object think it's snow?
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Post by guysullavin »

its an example I think
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Post by DeadHamster »

DeadHamster wrote:Then, change the collision model of the log to have a material type of snow.
In the collision branch, open eschaton or HMT, or something else that has a plugin for editing material types.

Or use the hex offset I included above, if thats what you want to do.
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Post by WaeV »

Oh, thanks DH.
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Post by DeadHamster »

mhm, no problem
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