
mlhrj5
Joined: Aug 7, 2007
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Posted: Aug 13, 2007 01:16 PM
Msg. 1 of 10
08.13.07 12:01:38 local player 0, weapon (0x0), deleted unexpectedly 08.13.07 12:03:41 EAX: 0xFFFFFFFE 08.13.07 12:03:41 EBX: 0x00000101 08.13.07 12:03:41 ECX: 0x0012E168 08.13.07 12:03:41 EDX: 0x000002CC 08.13.07 12:03:41 EDI: 0x0012E168 08.13.07 12:03:41 ESI: 0x00000000 08.13.07 12:03:41 EBP: 0x0012E040 08.13.07 12:03:41 ESP: 0x0012E030 08.13.07 12:03:41 EIP: 0x7C90EB94, C3 8D A4 24 ????? 08.13.07 12:03:41 EXCEPTION halt in \halopc\haloce\source\tag_files\tag_groups.c,#3157: #-1 is not a valid object_function_block index in [#0,#4)
i think i need to change the #-1 to #0 or somthing, but i dont know where to find that or how to fix this problem in the least.
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Aug 13, 2007 01:28 PM
Msg. 2 of 10
I posted how to get that working awhile ago. The threads a mess so I'll just quote the relavent stuff. Quote: The first thing you need to do after you extract the Venture tags out to the appropriate folders, is open Guerilla and load venture.model_animations
In the very first section you will see a section called Objects. You will note that the animation field is suspiciously left blank . . . select the spin animation or none, save, and you will now be able to get it to show in Sapien after you add the Venture to the vehicle pallette and make a spawn point for it.
If you ever get any kind of #3157 error from Sapien, that means you either got a corrupt tag you need to replace or that a field got left empty somewhere in one of your tags. Fixing the block index would mean finding that empty field and choosing one of the drop down options. Let me know if that works for you or not.
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mlhrj5
Joined: Aug 7, 2007
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Posted: Aug 13, 2007 01:58 PM
Msg. 3 of 10
thank you, and sorry to be such a noob at this but i plan to get better thanks to peopel like you that are here to help
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Aug 13, 2007 02:04 PM
Msg. 4 of 10
Np, mlhrj5. That vehicle is really fun to play with, though you may have to make changes for it to balance with the other vehicles on your map. The Venture totally owns banshees and tanks. I haven't really played with any balance mod ideas but editing the blast radius and/or damage from its rocket launcher would be a good start. If you have other custom vehicles you might get away with leaving it the way it is.
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Aug 13, 2007 02:57 PM
Msg. 5 of 10
Isn't the Venture pretty much just a Star Trek version of the Wasp...?
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Aug 13, 2007 03:10 PM
Msg. 6 of 10
You could look at it that way but the Venture handles much better then the Wasp imo.
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mlhrj5
Joined: Aug 7, 2007
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Posted: Aug 13, 2007 05:46 PM
Msg. 7 of 10
i will check out the venture in a bit, tho i already have the wasp and a upgraded hovertank, so it should be balanced if i only put only a few ventures on the map
but thanks
and by the way. . . if you have any experience with the helecoptor, do you know how to make it reload? there must be a bug or something, because you can only shoot the secondary weapon once, and even if it respawns, it still does not have the secondary weapon ready. i have tried the weapon proj tags, but i dont seem to see anything that can help. . .
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Aug 13, 2007 06:00 PM
Msg. 8 of 10
Give me a link to the helicopter tags you're using and I can take a look at it.
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mlhrj5
Joined: Aug 7, 2007
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Posted: Aug 13, 2007 08:53 PM
Msg. 9 of 10
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SGWraith
Joined: Apr 15, 2006
[SG] Clan
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Posted: Aug 13, 2007 09:56 PM
Msg. 10 of 10
For the weapons try this:
Open ssdciscool.weapon in Guerilla and scroll down to the section labeled magazines. Make sure you select the secondary weapon instead of the primary weapon in the dropdown box. Then change the settings to something like this:
rounds recharged: 0 sec rounds total initial: 9999 rounds total maximum: 9999 rounds loaded maximum: 8 reload time: 0 sec rounds reloaded: 8 chamber time: 4 sec
This should let it fire as often as the rwarthog can but you may have to tweak it to your liking.
As for the poor flying consider it as a balance for being so powerful - 8 rockets at once, though slow, is hard to deal with in other vehicles. To change its flight characterists you would need to play around with its physics file. I haven't done much with those so you'll have to ask someone else about those.
Edited by SGWraith on Aug 13, 2007 at 09:58 PM
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