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Author Topic: Idea of how to implement an effective engineer (15 messages, Page 1 of 1)
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Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 22, 2009 03:12 PM    Msg. 1 of 15       
So I have heard many people thinking of putting in an engineer, normally they talked about it dropping an over shield for the chief or just exploding, but I had a though of how to replicate its shield reviving ability.

After you take a modeled an animated engineer you give it an attack.

this attack would shoot out an invisible projectile that would explode immediately.

The explosion would not have any visible detail or sound.

Rather the damage will deal "negative" damage to shields, thus healing them.

From there it is simply a decision of how large the blast is, how frequent and how strong it is.

From there you would have to make sure of a few things, such as the enemies shields could not go above maximum, or you would have some quite strong enemies even after the Engineer was dead, and the engineer wouldn't be able to have shields or it would constantly heal itself, making it impossible to kill.

Though I suppose you could give the engineer a jackal-esqe shield that encircles it...


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 22, 2009 03:43 PM    Msg. 2 of 15       
the only problem with that is that there is no limit to shields when negative damage is applied. which means, if you keep standing next to it, after a while you will have 9000+ shields, and so be virtually indestructible.
Edited by Koo294 on Nov 22, 2009 at 03:44 PM


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 22, 2009 04:16 PM    Msg. 3 of 15       
I talked about that, so you would probably have to access the tags shields and change them so that you add perimeters for how high they can go.

I was trying to think of a way for it to only affect enemies, or only affect allies, but so far I have no idea, unless there is a way in singleplayer to make some explosions anti-friendly fire.


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 22, 2009 04:28 PM    Msg. 4 of 15       
Quote: --- Original message by: Buggy Virus
I talked about that, so you would probably have to access the tags shields and change them so that you add perimeters for how high they can go.

you can't.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 22, 2009 04:30 PM    Msg. 5 of 15       
Hmm...

How does the oversheild stop then? Does it simply heal a certain amount told before hand?


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 22, 2009 04:33 PM    Msg. 6 of 15       
yep.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 22, 2009 06:49 PM    Msg. 7 of 15       
Quote: --- Original message by: Koo294
yep.


Then how does it equate if you grab it before your health has regenerated?


DarkHalo003
Joined: Mar 10, 2008

All ARs Need Green Little Buttons.


Posted: Nov 22, 2009 07:23 PM    Msg. 8 of 15       
Quote: --- Original message by: Koo294

the only problem with that is that there is no limit to shields when negative damage is applied. which means, if you keep standing next to it, after a while you will have 9000+ shields, and so be virtually indestructible.
Edited by Koo294 on Nov 22, 2009 at 03:44 PM

That could be fixed by the person scripting encounters or what not. Make the Engineer constantly move to reach a certain point. Also, you could have the engineer's neg damage to extremely miniscule, such as -.01 and crap.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 22, 2009 09:51 PM    Msg. 9 of 15       
But were it just -.01 it wouldn't make a difference, maybe scripting a way for it to deal damage, but no more than to any single enemy...


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Nov 23, 2009 02:52 AM    Msg. 10 of 15       
Quote: --- Original message by: Buggy Virus
Quote: --- Original message by: Koo294
yep.


Then how does it equate if you grab it before your health has regenerated?


it heals to a certain amount, like you said. I t doesn't matter how much health/shield you have originally.


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 23, 2009 08:45 PM    Msg. 11 of 15       
Quote: --- Original message by: Koo294
Quote: --- Original message by: Buggy Virus
Quote: --- Original message by: Koo294
yep.


Then how does it equate if you grab it before your health has regenerated?


it heals to a certain amount, like you said. I t doesn't matter how much health/shield you have originally.


Could you then possibly make the "attack" heal to a certain amount equal to the over shield amount?


UnevenElefant5
Joined: May 3, 2008

its been fun yall, i'll never forget this site :')


Posted: Nov 23, 2009 09:36 PM    Msg. 12 of 15       
I don't think so because the amount the overshield regenerates is hard coded into the game engine and can't be changed.


MissingSpartan7
Joined: Feb 19, 2009

I abandoned this forum a long time ago...


Posted: Nov 24, 2009 04:32 AM    Msg. 13 of 15       
you could script it so it is constantly checking your shield and if it gets to *number* it stops recharging or creates a normal damage effect to stop the recharge


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 24, 2009 09:25 PM    Msg. 14 of 15       
Quote: --- Original message by: MissingSpartan7
you could script it so it is constantly checking your shield and if it gets to *number* it stops recharging or creates a normal damage effect to stop the recharge


That's good, but wait? can an attacker do that?


Buggy Virus
Joined: Aug 11, 2009

Tastes like happiness


Posted: Nov 26, 2009 08:05 AM    Msg. 15 of 15       
Quote: --- Original message by: IcePhoenix
can you make them "heal" vehicles?


Hmm... to get them to heal allies seems to be a stretch alone.

 

 
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