Change Biped in Game

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ryan_mckenzie





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Change Biped in Game

Post by ryan_mckenzie »

...is it possible? Sure would be cool :roll:
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Post by Andrew_b »

Ryan, what are you asking? Are you asking how to change which character you are, or literally change the biped in the middle of the game? If you were asking how to change which character you are, you really need to read some tutorials. It's one of the easiest things to do.
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Post by ryan_mckenzie »

No, I was wondering if it was possible to change your biped DURING gameplay :wink:
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Post by bcnipod »

ryan_mckenzie wrote:No, I was wondering if it was possible to change your biped DURING gameplay :wink:
look at my post, if that does not work, then I don't believe you can.
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Post by Andrew_b »

Scripting.
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Post by ryan_mckenzie »

bcnipod wrote:
ryan_mckenzie wrote:No, I was wondering if it was possible to change your biped DURING gameplay :wink:
look at my post, if that does not work, then I don't believe you can.
Sorry, I couldn't quite understand how I could achieve this with the Halo Memory editor. Any details? And, I'm not much for scripting either, but I sure could give it a shot :D

(Oh, and isn't the halo memory editor for PC only, and not CE?)
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Post by bobbysoon »

The easy way would be to wait for someone to figure out a way to customize the necisary script commands, and learn to script so you can use them. I think it's questionable that this will happen, but it's possible since the sauce opening has commenced. (search Modacity for 'open sauce', once it online again)
The hard way, which would have limiting results, but implements the current capabilities, would be to make your self a custom biped. The first person model can't permutate, so you'd need to have a pair of arms for each character, and use the animations of the weapons they hold (i can't think of another way) to have only the desired fp arms in view. The player would spawn unarmed, and would assume an identity by automatically picking up a weapon. A script can set the 3rd person model (which is visable to other players) based on which weapon is held. So, a player could spawn in a spawn room, pick a weapon of the weapons available to his team which have the animations using the model for that team's character, and be teleported into the gameplay
or something like that.
no. its not possible, unless you have alot of time to kill
Last edited by bobbysoon on Sun Nov 23, 2008 7:53 am, edited 3 times in total.
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Post by BLO0D_DEMON »

bobbysoon wrote:The easy way would be to wait for someone to figure out a way to customize the necisary script commands, and learn to script so you can use them. I think it's questionable that this will happen, but it's possible since the sauce opening has commenced. (search Modacity for 'open sauce', once it online again)
The hard way, which would have limiting results, but implements the current capabilities, would be to make your self a custom biped. The first person model can't permutate, so you'd need to have a pair of arms for each character, and use the animations of the weapons they hold (i can't think of another way) to have only the desired fp arms in view. The player would spawn unarmed, and would assume an identity by automatically picking up a weapon. A script can set the 3rd person model (which is visable to other players) based on which weapon is held. So, a player could spawn in a spawn room, pick a weapon of the weapons available to his team which have the animations using the model for that team's character, and be teleported into the gameplay
or something like that.
no. its not possible, unless you have alot of time to kill
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Post by ryan_mckenzie »

Blood Demon, don't spam my thread.

Well, (for once), the hard way sounds great, and beneficial. Since I only need to see OTHER players unique bipeds, and not my own, this is great. And the weapon trigger is pretty much exactly what I was after. Has this been scripted before? Any further details as to how this can be achieved.
Thanks for all the help so far, this is awesome :wink:
no. its not possible, unless you have alot of time to kill
Does that apply to the "hard way" :roll:
'Cause I don't want to pour hours of effort into this idea.
Last edited by ryan_mckenzie on Sat Nov 22, 2008 11:02 pm, edited 1 time in total.
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Post by Andrew_b »

bobbysoon wrote:The easy way would be to wait for someone to figure out a way to customize the necisary script commands, and learn to script so you can use them. I think it's questionable that this will happen, but it's possible since the sauce opening has commenced. (search Modacity for 'open sauce', once it online again)
The hard way, which would have limiting results, but implements the current capabilities, would be to make your self a custom biped. The first person model can't permutate, so you'd need to have a pair of arms for each character, and use the animations of the weapons they hold (i can't think of another way) to have only the desired fp arms in view. The player would spawn unarmed, and would assume an identity by automatically picking up a weapon. A script can set the 3rd person model (which is visable to other players) based on which weapon is held. So, a player could spawn in a spawn room, pick a weapon of the weapons available to his team which have the animations using the model for that team's character, and be teleported into the gameplay
or something like that.
no. its not possible, unless you have alot of time to kill
As I said, Scripting.
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Post by bobbysoon »

It'd take at least hours, probably days.

What characters are you wanting to use? If the characters are similar enough to the cyborg, it's quite do-able. You'd just need a new gbxmodel
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Post by [RR]RedRene »

Didn't CMT do something like this for a couple of their Maps?
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Post by ryan_mckenzie »

Actually, the biped is just a modified cyborg (not actually made yet), so it's quite simple.
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Post by bobbysoon »

ryan_mckenzie wrote:Has this been scripted before? Any further details as to how this can be achieved?
The backpack weapons tags and script are similar to what you need, but i don't know about it having been done before. Maybe CMT did. idk
backpack weapons: http://hce.halomaps.org/index.cfm?fid=2523

Bluestreak was recently updated to export regions, so be sure to have that: http://ghost.halomaps.org/bluestreak/jms/
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Post by ryan_mckenzie »

bobbysoon wrote:The backpack weapons tags and script are similar to what you need, but i don't know about it having been done before. Maybe CMT did. idk
backpack weapons: http://hce.halomaps.org/index.cfm?fid=2523

Bluestreak was recently updated to export regions, so be sure to have that: http://ghost.halomaps.org/bluestreak/jms/
Cool. If CMT did, then it's probably hard to find, and it's probably difficult to question. Any scripters here, to maybe give a gist of how "hard" or how "easy" this could be? Pickup weapon > Change Biped... Well, that's the idea..
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Post by Corvette19 »

ryan_mckenzie wrote:Cool. If CMT did, then it's probably hard to find, and it's probably difficult to question. Any scripters here, to maybe give a gist of how "hard" or how "easy" this could be? Pickup weapon > Change Biped... Well, that's the idea..
I opened up the script, and it's done by model permutations in a region.
The script checks for what weapon he's not using, and it shows that model. It's simple when you look at it, I just need to know how to setup model permutations and regions in 3ds Max >_<
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Post by ryan_mckenzie »

I just need to know how to setup model permutations and regions in 3ds Max
I'm guessing that's difficult / time consuming... I can't really get much of an idea here, I mean... Has anything relative to this been done before. Are we saying that, ya this will work, or it's a maybe...
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Post by Corvette19 »

ryan_mckenzie wrote:
I just need to know how to setup model permutations and regions in 3ds Max
I'm guessing that's difficult / time consuming... I can't really get much of an idea here, I mean... Has anything relative to this been done before. Are we saying that, ya this will work, or it's a maybe...
It was done by CAD. Try PM'ing him over at Modacity, I never see him post here. CAD=CtrlAltDestroy btw.
I got the model permutations setup in max though, I just need to know how to actually MAKE them permutations.
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Post by Andrew_b »

Corvette you noob.

You just put them in the same models folder.

example:
data\characters\someone\models\1.jms
data\characters\someone\models\2.jms
data\characters\someone\models\3.jms
data\characters\someone\models\4.jms
data\characters\someone\models\5.jms

That would compile into someone.gbx_model I believe.
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