
darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 26, 2007 09:57 PM
Msg. 36 of 57
yay thisll be soooo cool thnx
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 27, 2007 12:02 AM
Msg. 37 of 57
ive already fixed some of the beta 1 bugs. odsts are now smarter, some of the elites arent quite as devastatingly dangrous as before and frankly its just more possible
the turret gun still causes exceptions though, im not sure why this is because it works like a dream in non campaign maps. maybe donut will help me out with this.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 27, 2007 01:50 PM
Msg. 38 of 57
im going to use new fp arms for the next one, so the carbine should sync up a little cleaner. frankly i dont think the plasma rifle needs changing. its fine
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gmax5
Joined: Dec 7, 2006
ED, EDD, N, EDDY FOR THE WORLD!!!!!!!!!
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Posted: Jul 27, 2007 02:03 PM
Msg. 39 of 57
oh and dont forget, on next release can u change the biped into like a h2 MC or if you can, make a h3 MC Edited by gmax5 on Jul 27, 2007 at 02:03 PM
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 27, 2007 02:37 PM
Msg. 40 of 57
no
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 27, 2007 06:05 PM
Msg. 41 of 57
the final wont be out for quite some time, there are several weapons being worked on that im going to add in. including a new battle rifle, a new assualt rifle, a new spiker, and a new weapon that im going to keep a secret for now. also i have JUST GAINED ACCESS TO MODDING EVERY CAMPAIGN MAP! so you can expect (maybe) every single campaign level to be modded.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 27, 2007 07:19 PM
Msg. 42 of 57
thanks, but ill have to compare them to the ones im going to have which i dont have yet and therefore cannot compare them. lol. just expect a WORKING turret gun, the one in this beta causes exceptions when picked up, and possibly another human turret, this one will be support weapon style, and therefore appear only once. if i am not lazy then ill overhaul the lazer and add some charging effects.
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Jul 28, 2007 06:20 AM
Msg. 43 of 57
For a turret idea you should make it so it shoots the chain gun like the hog but has a secondary fire that shoots a rocket or gernade.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 28, 2007 06:59 PM
Msg. 44 of 57
yeah im keeping it with just bullets, it wouldnt be logical if it shot a rocket. theres no rocket barrel on the gun
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 28, 2007 09:55 PM
Msg. 45 of 57
loads for everyone else. idk what it is your doing wrong though
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Nexus Halo
Joined: Feb 24, 2007
Halo's Dark Knight http://www.nexushalo.kk5.org/
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Posted: Jul 29, 2007 06:25 AM
Msg. 46 of 57
I think you mean checkpoints.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 29, 2007 11:47 AM
Msg. 47 of 57
yeah, you start at the last cutscene. i dont know why this happened, i didnt even touch the scripts
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CtrlAltDestroy
Joined: Feb 27, 2007
Zteam Leader
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Posted: Jul 29, 2007 01:25 PM
Msg. 48 of 57
My theory is that, if you add too many new AI encounters/squads, the game can find no feasible place to save as it isn't "safe".
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 29, 2007 07:00 PM
Msg. 49 of 57
yes, i believe that is absolutly true CtrlALtDestroy, and it has been my theory too.. im working on fixing it though. somehow
and as for halo rule's exception, im aware of this. its caused by the portable turret unfortunatly and has been removed from my beta's until it is fixed
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jul 30, 2007 11:15 AM
Msg. 50 of 57
lol but yea i got and exeption 2 and dam its kinda hard but i got mad cuz i died so many dam times and had 2 restart but the cool thing is i tricked out the hog wit spiker by shootin the weels wit it and wen u accelerate the weels lite up
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 30, 2007 03:08 PM
Msg. 51 of 57
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jjwk544
Joined: Jun 30, 2007
That's Right, I'm Back. Again.
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Posted: Jul 30, 2007 03:12 PM
Msg. 52 of 57
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ OMG! That looks so friggin gangster! downloading map 73.5 KB/second woohoo! still takers awhile though. Edited by jjwk544 on Jul 30, 2007 at 03:13 PM
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jjwk544
Joined: Jun 30, 2007
That's Right, I'm Back. Again.
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Posted: Jul 30, 2007 04:06 PM
Msg. 53 of 57
i just played it and beat it i had all of the checkpoints i never saw that human port-o-turret never saw an elite with a covy port-o-turret it wasn't that hard i only died once br is to tall keep the 1 handed marine smgs it looks kind of cool. a marine was in my passenger he had no gun and didn't shoot but hiss hands were the way you would hold a gun. the tree that stops you from driving a hog really dosen't work you can drive right around it so just delete it. the elites looked cool. the ODST looked nice. i would say all around its doog.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 30, 2007 04:33 PM
Msg. 54 of 57
uh ok. idk what tree you mean so whatever, as for kenney i didnt animate any of the weapons. m6deep did the BR and it isnt finished yet, hes redoing it (which ive said multiple times) the smg ... i know its bad im going to replace it. the idle animation is cool but damn the melee, reload, all that is awful. the portable covenant turret is non droppable because i want it that way. the elites wont actually drop the turret, they just try to fire it (lol) so this was my alternative. also, the masterchief biped is INCOMPATIBLE with the turret after its been dropped. the portable human turret is there, though kind of hidden. dont pick it up, it causes exceptions in SP, though it is awesome in mp. and also, in my opinion the H2 coagulation battle rifle is bad. its ugly and has a bad skin. the h2 coag smg is exactly what i plan to replace it with, but maybe a few tweaks to the model. also, ive already fixed many of the bugs in the map itself... its not quite as hard now, i just need to revamp some of the AI so theyre not retarded. (odsts) Edited by iron clad on Jul 30, 2007 at 04:36 PM
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Jay2645
Joined: Mar 29, 2007
Cortana saw you naked.
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Posted: Jul 30, 2007 05:31 PM
Msg. 55 of 57
Meanwhile, I've been working on my own Campaign mod. Let me put it this way: Shields+Hunters=PWNED. Yeah, I was stupid enough to give the Hunters shields. Some have active camouflage, too. P.S. I do have ODSTs in mine, and I know of a way to make them... Less retarded. Not less retarded then normal marines, though. P.P.S. Expect to see my ATV in there, too.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 30, 2007 08:44 PM
Msg. 56 of 57
yeah i have fixed mine too. they dont animate the same as marines though, and never will. hunter shields are the same as engineer shields, so jay i hope you found a way around that. in other words if you just slap a shield on something not meant to have a shield, then its "energy shield" would be invincible to everything except explosives and vehicles.
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: Jul 31, 2007 08:47 PM
Msg. 57 of 57
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