| Page 2 of 2 |
Go to page:
· 1
· [2]
· Prev
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 7, 2009 06:19 PM
Msg. 36 of 56
Exam week is coming up, so i don't really have much time to continue. progress has halted for now. and can't you attatch spawn points to vehicles in CE anyway?
that and i'm attempting to do this by myself, because noone wants to help. it will take longer than i expected Edited by Xaos on Sep 7, 2009 at 06:19 PM
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Sep 7, 2009 06:20 PM
Msg. 37 of 56
You can't attach spawn points to vehicles.
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 8, 2009 01:10 AM
Msg. 38 of 56
bummer. what about teleport points? eg go through teleporter to get into the frigate? or does the actual action of attaching disable all functionality of the attached object? (unless it is on a loop of continual attaches and detaches) or is it just spawn points that can't be attached? ty
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Sep 8, 2009 01:55 AM
Msg. 39 of 56
Quote: --- Original message by: Xaos bummer. what about teleport points? eg go through teleporter to get into the frigate? or does the actual action of attaching disable all functionality of the attached object? (unless it is on a loop of continual attaches and detaches) or is it just spawn points that can't be attached? ty you could make you spawn in random areas in the vehicle, but that would be stupid since if its moving in any form, then you fall to your doom (or get flattened) Teleporting would be the same. Anyways, either is done by scripts. spawning in it would be set the authentic spawn points inside a volume trigger hidden outside the map. have it if it finds a player, it uses (begin_random and a variable.. if the variable is 0, continue, but after it attaches and detaches the player from there, set the variable to 1 (that way it picks a random location on the ship) teleporting would be the same with the attach+detach, and if you want them to be able to leave the ship threw a teleporter to that stationary place, you would need bipeds to control the ships teleporter.
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 8, 2009 02:30 AM
Msg. 40 of 56
sad face =( sounds complicated. if it was a random spawn, wouldnt it have a chance to spawn you in a wall or something, and you'd be stuck? i was hoping i could get around the whole "fall to your doom if you aren't in a seat" thing by making it move really slow. i was thinking of how you'd move around inside, and if its turn rate is slow enough it won't pull out from under you.
Also, since i wanted to make it roll with A and D, can i give the whole ship the effect of walk on walls? make script activate the flag on the biped or something, so you can grip to the walls while it is rotating. doable? thanks for all your support and advice =)
|
|
|

kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
|
Posted: Sep 8, 2009 10:51 AM
Msg. 41 of 56
Quote: --- Original message by: Xaos sad face =( sounds complicated. if it was a random spawn, wouldnt it have a chance to spawn you in a wall or something, and you'd be stuck? i was hoping i could get around the whole "fall to your doom if you aren't in a seat" thing by making it move really slow. i was thinking of how you'd move around inside, and if its turn rate is slow enough it won't pull out from under you.
Also, since i wanted to make it roll with A and D, can i give the whole ship the effect of walk on walls? make script activate the flag on the biped or something, so you can grip to the walls while it is rotating. doable? thanks for all your support and advice =) its not "completely" random, you pick locations you want it to randomly pick from. That way you dont always spawn at the same place. And the really slow, you would be looking around half the speed of crouch since they have to walk to keep up with the vehicle, and im guessing you want them to still be able move around instead of just use their whole speed to stay still? and turning.. a 180 per half and hour should be ok.. might be a little violent.. mb 45 minutes. Walk on walls doesnt do anything for you since you wont be sticking when its moving (if anything, that will help you get crushed by it easier)
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 8, 2009 05:10 PM
Msg. 42 of 56
Quote: --- Original message by: kirby_422
its not "completely" random, you pick locations you want it to randomly pick from. That way you dont always spawn at the same place. And the really slow, you would be looking around half the speed of crouch since they have to walk to keep up with the vehicle, and im guessing you want them to still be able move around instead of just use their whole speed to stay still? and turning.. a 180 per half and hour should be ok.. might be a little violent.. mb 45 minutes.
Walk on walls doesnt do anything for you since you wont be sticking when its moving (if anything, that will help you get crushed by it easier) thats a green with the random spawn then, i like the idea of coming out in various spots, so noone can camp unless they camp them all. if making you able to walk on walls is doable, could i make it the ship gives you the effect of 2X speed? to help you move around. i suppose that would mean the ship could travel at standard run speed, which i could live with. and i'm not quite sure what would happen if you flew the thing upside down, if people unattached would be able to walk on the ceiling, so i thought add wall walking to counter it in case (i don't know what the physics engine is like) boost would work fine, be instant accelleration to pelican cruising speed. if you'r not in a seat, you'd be crushed but that makes complete sense, and means that it gives an extra element to the boost function, that you have to wait for a teammate to get into a secure spot, like how they have to get everyone out of the matrix before they can use EMP. under that much G force, someone not in a cushioned seat would die IRL anyway. And homing nukes would be cool, but MAC rounds are bigger anyways =P and faster
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 11, 2009 12:20 AM
Msg. 43 of 56
Not a self destruct, because that is a bit pointless, but a delayed reaction explosion when it suffers enough damage is my plan. maybe a minute to get to the escape pods before it starts to fall rapidly, so another 30 seconds till it explodes. giving you a total of 90 seconds to get to the Minimum Safe Distance (easier for escape pods because they'll have an explosive booster to get it going and barely any steering) The whole drop and then blow up thing would increase the challenge of killing one. you have to organise an EVAC before or have a vehicle to escape. Does everyone like my idea, and is it doable?
|
|
|

Ethereial
Joined: May 19, 2009
O_O
|
Posted: Sep 11, 2009 08:01 AM
Msg. 44 of 56
Quote: --- Original message by: Xaos Not a self destruct, because that is a bit pointless, but a delayed reaction explosion when it suffers enough damage is my plan. maybe a minute to get to the escape pods before it starts to fall rapidly, so another 30 seconds till it explodes. giving you a total of 90 seconds to get to the Minimum Safe Distance (easier for escape pods because they'll have an explosive booster to get it going and barely any steering) The whole drop and then blow up thing would increase the challenge of killing one. you have to organise an EVAC before or have a vehicle to escape. Does everyone like my idea, and is it doable? Except for the physics engine and the spawns and teleporters, yes. Make random explosions that actually damage you if you're within the blast radius, although you should make it weaker than a frag grenade. You should put those in while the delay timer is active. That would actually make it have some sense. Problem is, Halcyons are basically near-impervious, as you've seen how the Pillar of Autumn took that much plasma torpedoes, crashed on Halo, and still didn't blow up until you... Quote: --- Original message by: CortanaQuote: --- Original message by: John-117Quote: --- Original message by: Cortana Good! Step one complete! We have a straight shot into the fusion reactor. We need a catalytic explosion to destabilize the magnetic containment field surrounding the fusion core. Oh. I thought I was supposed to throw a grenade into a hole. That's what I said. Yeah, I know quoting it wasn't necessary, but I laughed at that part. The vehicle should have a hekklohdoff health.
|
|
|

psyko1337
Joined: Aug 13, 2009
|
Posted: Sep 12, 2009 07:27 PM
Msg. 45 of 56
i'd like to have a firing range and red bull. and you shoot the red bull. with tasers and rockets. because red bull is disgusting.
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 13, 2009 06:07 PM
Msg. 46 of 56
Quote: --- Original message by: psyko1337 i'd like to have a firing range and red bull. and you shoot the red bull. with tasers and rockets. because red bull is disgusting. LOL i'm going to put that in just for laughs now =) Quote: --- Original message by: Ethereial
Except for the physics engine and the spawns and teleporters, yes. Make random explosions that actually damage you if you're within the blast radius, although you should make it weaker than a frag grenade. You should put those in while the delay timer is active. That would actually make it have some sense. Problem is, Halcyons are basically near-impervious, as you've seen how the Pillar of Autumn took that much plasma torpedoes, crashed on Halo, and still didn't blow up until you...
Yeah, I know quoting it wasn't necessary, but I laughed at that part.
The vehicle should have a hekklohdoff health. This ISN'T a halcyon cruiser. its a little frigate with a Mini MAC. it will be resilient, so if you fire enough, you'll kill the pilot, and another pilot can get in. if you fire more, it will be destroyed. Besides, three MAC rounds will disable a covenant Carrier, so MAC rounds would be more powerful than plasma torpedoes. And do you mean that when it is 'destroyed', have frag grenades going off before the whole thing explodes? thats a good idea
|
|
|

Ethereial
Joined: May 19, 2009
O_O
|
Posted: Sep 15, 2009 07:01 AM
Msg. 47 of 56
Quote: --- Original message by: XaosQuote: --- Original message by: Ethereial
Except for the physics engine and the spawns and teleporters, yes. Make random explosions that actually damage you if you're within the blast radius, although you should make it weaker than a frag grenade. You should put those in while the delay timer is active. That would actually make it have some sense. Problem is, Halcyons are basically near-impervious, as you've seen how the Pillar of Autumn took that much plasma torpedoes, crashed on Halo, and still didn't blow up until you...
Yeah, I know quoting it wasn't necessary, but I laughed at that part.
The vehicle should have a hekklohdoff health. This ISN'T a halcyon cruiser. its a little frigate with a Mini MAC. it will be resilient, so if you fire enough, you'll kill the pilot, and another pilot can get in. if you fire more, it will be destroyed. Besides, three MAC rounds will disable a covenant Carrier, so MAC rounds would be more powerful than plasma torpedoes. And do you mean that when it is 'destroyed', have frag grenades going off before the whole thing explodes? thats a good idea No, when the delay timer is active, have explosions like in the first level. Except they're random and actually damage you, although it should only take off a little more than half of your shields. But still, I thought you were using the PoA model. But I don't understand, you're saying that if you fire enough MAC rounds the ship goes boom? And what the hell is wrong with the quotes? You have to manually fix them. Edited by Ethereial on Sep 15, 2009 at 07:04 AM
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 15, 2009 05:33 PM
Msg. 48 of 56
i just cut bits of the quote that weren't relevant, to shorten it. it looks like the pillar of autumn, but it is A LOT smaller. just because you have a toy model of a Jaguar XJR doesn't mean that the toy is actually classified as a vehicle. its a mini version.
if someone is shooting MAC rounds at you, eventually your ship will be destroyed, but maybe needs enough shots that two or three pilots can use the same vehicle before it explodes from the collective damage. by explode, i mean it will hover there while the delay timer ticks away, and everyone can attempt to evacuate the ship, via escape pods, harboured vehicles or helljumping. the ship will have random weak grenade explosions every few seconds i suppose, and will begin to fall, if that's possible. if i can make it fall, it'll fall fast, crushing everything beneath it and then proceed to explode after about 30 seconds. you'll have a minute to get out before it falls, so another delay timer maybe...
|
|
|

Ethereial
Joined: May 19, 2009
O_O
|
Posted: Sep 16, 2009 08:19 AM
Msg. 49 of 56
Quote: --- Original message by: Xaos i just cut bits of the quote that weren't relevant, to shorten it. it looks like the pillar of autumn, but it is A LOT smaller. just because you have a toy model of a Jaguar XJR doesn't mean that the toy is actually classified as a vehicle. its a mini version.
if someone is shooting MAC rounds at you, eventually your ship will be destroyed, but maybe needs enough shots that two or three pilots can use the same vehicle before it explodes from the collective damage. by explode, i mean it will hover there while the delay timer ticks away, and everyone can attempt to evacuate the ship, via escape pods, harboured vehicles or helljumping. the ship will have random weak grenade explosions every few seconds i suppose, and will begin to fall, if that's possible. if i can make it fall, it'll fall fast, crushing everything beneath it and then proceed to explode after about 30 seconds. you'll have a minute to get out before it falls, so another delay timer maybe... So you're using the PoA model on a much smaller scale but you call it a frigate? Might as well call it a cruiser, minimized for obvious gameplay reasons. Oh, and no falling please, but if it's in an atmosphere, make it fall just about the speed of a Warthog.
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 16, 2009 05:41 PM
Msg. 50 of 56
if a go kart is built to look like a truck, by any logical standards, it ISN'T a truck. just because it looks like the POA doesn't make it a cruiser. it's small size and relatively small crew capacity makes it a Frigate. if that, it could just be a really big VTOL. frigates are designed for combat, but also a variety of roles, like carriers, scouts, mining ships, medical ships etc. Cruisers are more like destroyers, they focus on armour and armaments. this frigate is a support ship, not just made for combat. In a space-only level, where i take away the ODST drops and give more guns, it may well be a cruiser. till then, in atmo, its a frigate.
and it will only fall on non-space levels. the one i intend to start with, being a foresty map, will have the frigate fall and explode. i was thinking on that map, make it harder to shoot down but have no MAC at all, no gunner-controlled guns and instead have the ODST drops and the Bunker drop idea as alt fire. maybe a few extra AI gunners up the front to assist in survival
|
|
|

Ethereial
Joined: May 19, 2009
O_O
|
Posted: Sep 18, 2009 07:10 AM
Msg. 51 of 56
Quote: --- Original message by: Xaos if a go kart is built to look like a truck, by any logical standards, it ISN'T a truck. just because it looks like the POA doesn't make it a cruiser. it's small size and relatively small crew capacity makes it a Frigate. if that, it could just be a really big VTOL. frigates are designed for combat, but also a variety of roles, like carriers, scouts, mining ships, medical ships etc. Cruisers are more like destroyers, they focus on armour and armaments. this frigate is a support ship, not just made for combat. In a space-only level, where i take away the ODST drops and give more guns, it may well be a cruiser. till then, in atmo, its a frigate.
and it will only fall on non-space levels. the one i intend to start with, being a foresty map, will have the frigate fall and explode. i was thinking on that map, make it harder to shoot down but have no MAC at all, no gunner-controlled guns and instead have the ODST drops and the Bunker drop idea as alt fire. maybe a few extra AI gunners up the front to assist in survival Nevertheless it's of the same model cut down for gameplay issues. So it's still a cruiser, FYI. And one problem is that there already is a design for a frigate, so call it something else, or remake it in another game, preferably with Havok physics, like Max Payne 2. That way you won't be wronged by everyone else. But don't call it a frigate. And no, no AI gunners for MP.
|
|
|

Nazgol
Joined: May 11, 2009
RAWRRR =P
|
Posted: Sep 18, 2009 12:11 PM
Msg. 52 of 56
y dont u base the Mac cruiser in a space map, and just give the cruiser 'ladder' walls... so u can stick to em, wouldnt that hold u on whislt moving, plus if it did. it means when rolling u can stand on the required wall,
|
|
|

Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
|
Posted: Sep 18, 2009 07:50 PM
Msg. 53 of 56
i didnt go through all the posts, but here are my suggestions
overall slow speed, being that it is a super vehicle
make it with an extremely low damage transfer for riders so that the dont live forever (maybe 0.0000001 or something)
high damage for the MAC's so that the easiest way to take one out is with another, but of course not a 1 hit kill with them on each other with a slow ROF
enough seats for a whole team (pilot, gunner, +6)
a space for "cargo", to attempt to carry other vehicles, maybe using a script based on the one for the pelican pickup
weapons- primary: MAC, secondary: slightly homing missiles, "flashlight effect" weapon: chain guns, and for one more, a bomb drop using whatever other trigger is possible (check the heavy scorpion)
|
|
|

ODST Charlie Squad
Joined: Sep 19, 2009
Always Dropping Feet First
|
Posted: Sep 19, 2009 11:12 AM
Msg. 54 of 56
Make Sure it has HEVs because I WANNA DROP ALREADY!!!!!!!!!!
|
|
|

Nebulon
Joined: Jan 6, 2008
I am a noble warrior!
|
Posted: Sep 19, 2009 03:29 PM
Msg. 55 of 56
the HEV's could be vehicles attatched to markers on the frigate
|
|
|

Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
|
Posted: Sep 27, 2009 10:59 PM
Msg. 56 of 56
Quote: --- Original message by: Nazgol y dont u base the Mac cruiser in a space map, and just give the cruiser 'ladder' walls... so u can stick to em, wouldnt that hold u on whislt moving, plus if it did. it means when rolling u can stand on the required wall, Thats what i was thinking, so if it rolls, you still move around easily. i was wondering if i could make helljumper pods do damage to everything in the area it lands, but not hurt the 'pilot'. it would just be a vehicle in the bottom of the ship, on a cycle of attach-detaches, and when you get in, it falls. and Etherial, "You know what the chain of command is? It's the chain I go get and beat you with 'til you understand who's in ruttin' command here!" ~Jayne Cobb, Firefly I CHOOSE THAT IT IS A FRIGATE, i am making it. if YOU want to make it, you can call it a cruiser. everyone i know agrees with me Edited by Xaos on Oct 5, 2009 at 05:38 PM
|
|
|
| Page 2 of 2 |
Go to page:
· 1
· [2]
· Prev
|
|
 |
|