Halo Physics Experiment.

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ßlade
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Halo Physics Experiment.

Post by ßlade » Wed Mar 02, 2011 9:36 pm

If you set any explosive proj's speed to 0, stand still, and fire that gun, the projectile will not explode. It will remain there in air. Yet a normal explosive triggers this makeshift bomb and blows up the stationary explosive. Also if u walk and shoot, the explosive proj with nulled out speed will take your body's moving physics and apply it to the proj, thus making it move. When this hits something, it blows up.

Concept in use:
Image

If I throw a grenade under this, it makes a huge explosion...
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Noodle
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Re: Halo Physics Experiment.

Post by Noodle » Thu Mar 03, 2011 6:23 am

I did this one thing where in this CE map there was an open field with like 15 AI shooting at me with super slow 1-hit kill needlers, and I had to dodge the needles. It was super fun.

handmadefool
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Re: Halo Physics Experiment.

Post by handmadefool » Sun Mar 06, 2011 6:11 pm

Blade, just saying... THAT LOOKS HELLA FUN!
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Re: Halo Physics Experiment.

Post by Vegerot » Sun Mar 06, 2011 7:17 pm

Cool! This is in proj, right? Also, if I set a sniper/AR/shotgun/ to 0.1, will I see the bullets going really slowly (possibly Matrix Machinima?)?!
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Smythe
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Re: Halo Physics Experiment.

Post by Smythe » Sun Mar 06, 2011 9:35 pm

Vegerot wrote:Cool! This is in proj, right? Also, if I set a sniper/AR/shotgun/ to 0.1, will I see the bullets going really slowly (possibly Matrix Machinima?)?!
No, there's no model and the contrail works on life, so the contrail will never really show up.
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Sugarlumps
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Re: Halo Physics Experiment.

Post by Sugarlumps » Mon Mar 07, 2011 5:22 am

Nice find.

Also, another quick addition:

If your grenade speed is really high (eg: 9999999999 or something), and you throw it, it will spin where it left off and slowly "float" to the ground. Nice timed landmines. I used this in my first mod.
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Re: Halo Physics Experiment.

Post by Sparky » Mon Mar 07, 2011 1:02 pm

Vegerot wrote:Cool! This is in proj, right? Also, if I set a sniper/AR/shotgun/ to 0.1, will I see the bullets going really slowly (possibly Matrix Machinima?)?!
Check out my Matrix Mod 2, or whatever it's called, on the Mod Database. I do some cool stuff with contrails and bullet models.
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Re: Halo Physics Experiment.

Post by Vegerot » Mon Mar 07, 2011 2:16 pm

Okay, I think your Matrix mod was the 1st mod I ever got (not sure which number though)! So then what you're saying Smyth, is that when I shoot the AR/Shotgun what I see are not the bullets coming out, rather just the muzzle flare? But if I just make (or download) a design for it, and if I slow it down, then I will be able to go all Matrix on it (by that I mean dodging bullets in slow mo)?! Also, what's life?
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Re: Halo Physics Experiment.

Post by Sparky » Tue Mar 08, 2011 8:50 pm

Life is what's up.

As for your other questions, look at my mod, where the AR and pistol bullets have mod2 references. You could use those models for your own projectiles, or use the needler projectile and give it a metal shader (that's an old method) since the only bullets you actually see in-game are bitmaps rather than models.
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Re: Halo Physics Experiment.

Post by Vegerot » Sun Mar 27, 2011 7:29 pm

On HDemoLauncher (which is the same as Halodemomods, right?) all I see is a mod labeled, Matrix. Not sure what number that is. So I looked at the info and it said it was version 1.4. So at first I though that meant that 1.4 was the same as 2. But then I though and I thought this. 1.4 rounds to 1. So where can I download Matrix 2.0?

Also. I probably sound like a noob right now. But which tag do I extract? There are 2 Sniper rifle mod2 tags. And my preview isn't working so I can't tell which one it is.
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ßlade
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Re: Halo Physics Experiment.

Post by ßlade » Thu Apr 21, 2011 5:24 pm

o_O

Found a possible way to create landmine. If you shoot a rocket with the speed completely nulled then you shoot it or drive into (do not know why walking into it doesn't work), it blows up. Maybe good to spam around hog spawns to keep them from being driven? :D Could import another rocket and completely change the bitmap of it to look like a landmine.
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Re: Halo Physics Experiment.

Post by Sparky » Thu Apr 21, 2011 5:32 pm

Change the projectile's firing origin and you can have it spawn just above the ground. I think Taxi was the one -- or maybe it was Draconic74 -- who made the rocket launcher models detonatable by bullets.
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Smythe
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Re: Halo Physics Experiment.

Post by Smythe » Thu Apr 21, 2011 9:19 pm

Sparky wrote:Change the projectile's firing origin and you can have it spawn just above the ground. I think Taxi was the one -- or maybe it was Draconic74 -- who made the rocket launcher models detonatable by bullets.
Pretty sure that was Taxi.
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ßlade
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Re: Halo Physics Experiment.

Post by ßlade » Thu May 05, 2011 4:25 pm

Sparky wrote:Change the projectile's firing origin and you can have it spawn just above the ground. I think Taxi was the one -- or maybe it was Draconic74 -- who made the rocket launcher models detonatable by bullets.

Hmm. I will test this but with it detonable by motion instead of just bullets. Maybe I'll make it into a nade. o_O
ßlade
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Note: Spelling errurs in the abuv message r teh result of a s***ty shcool system. Pay teachures moar dan athlets.

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Re: Halo Physics Experiment.

Post by Kayar » Thu May 05, 2011 10:10 pm

This has been done, in my old Dueling Grounds mod, the secret weapon in the flamethrower cave...

Why is it that I continuously have to do this for every other "new" discovery someone comes up with?
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