
CorpseManTS
Joined: Nov 16, 2008
Sorry, I cant hear u with my bullet in your mouth!
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Posted: Nov 1, 2009 04:25 AM
Msg. 1 of 11
....making an ODST biped have their primary/secondary weapons on the back. I mean like in halo 3. Anyone?
Edited by CorpseManTS on Nov 1, 2009 at 04:26 AM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Nov 1, 2009 09:23 AM
Msg. 2 of 11
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 1, 2009 12:57 PM
Msg. 3 of 11
That doesnt really help, since its a spartan backpack mod, and not an odst backpack mod.
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BeachParty clan
Joined: Oct 12, 2008
Sooo... You wanna switch to Red team huh?
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Posted: Nov 1, 2009 02:22 PM
Msg. 4 of 11
Going to say what elefant wanted to say: Quote: --- Original message by: UnevenElefant5http://hce.halomaps.org/index.cfm?fid=2523The concept of which you speak is already been put to reality in these tags "like in halo 3". So yea, all you have to do is reproduce that with an ODST tag and you're done. Last edited by: beachpartyclan
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Nov 1, 2009 06:09 PM
Msg. 5 of 11
Quote: --- Original message by: AdvanceboThat doesnt really help, since its a spartan backpack mod, and not an odst backpack mod. From what I know about the backpack mod, it attaches the weapons to markers on the cyborg, so then all you'd have to do is replicate those markers on an ODST model. And yes, BP that was exactly what I was trying to say.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 1, 2009 06:24 PM
Msg. 6 of 11
Actually, the model is basically a model filled with permutations. Each permutation contains one weapon, and the script detects that if you have a weapon, but aren't holding it, then it switches your permutation.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Nov 4, 2009 03:42 PM
Msg. 7 of 11
Quote: --- Original message by: Gamma927 Actually, the model is basically a model filled with permutations. Each permutation contains one weapon, and the script detects that if you have a weapon, but aren't holding it, then it switches your permutation. Then does that mean selectable permutations are possible in CE?
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Advancebo
Joined: Jan 14, 2008
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Posted: Nov 4, 2009 04:17 PM
Msg. 8 of 11
Quote: --- Original message by: WWLinkMasterXQuote: --- Original message by: Gamma927 Actually, the model is basically a model filled with permutations. Each permutation contains one weapon, and the script detects that if you have a weapon, but aren't holding it, then it switches your permutation. Then does that mean selectable permutations are possible in CE? no Quote: --- Original message by: Xel object_set_permutation or something
and in the unit properties in sapien doesnt sync online, and only shows up for whoever set it.
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WWLinkMasterX
Joined: Mar 29, 2009
subliminal message.
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Posted: Nov 4, 2009 06:02 PM
Msg. 9 of 11
So why do the weapons work, but not the armor perm's?
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Nov 4, 2009 06:18 PM
Msg. 10 of 11
Permutations when set with scripts should sync. I've done experiments for a grifball type map that I was making oh so long ago, with another computer.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Nov 5, 2009 02:24 PM
Msg. 11 of 11
yeah gama what ever happend to that map i got the swords we just needed a good hamer.
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