
Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 29, 2010 02:17 AM
Msg. 71 of 127
lol i figured thats how they get fixed Edited by Hydrogen on Aug 29, 2010 at 02:17 AM
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Dark Neon
Joined: Jun 8, 2009
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Posted: Aug 29, 2010 02:22 AM
Msg. 72 of 127
...I told you that ages ago. ._.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Aug 29, 2010 02:23 AM
Msg. 73 of 127
Quote: --- Original message by: Dark Neon ...I told you that ages ago. ._. you tell me alot of stuff :P
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 29, 2010 12:04 PM
Msg. 74 of 127
Quote: --- Original message by: Dark NeonQuote: --- Original message by: 032 Mendicant BiasQuote: --- Original message by: SlappyThePirate The enforcer model from the release isn't UVWed correctly. Not for me. I'm not at that point yet anyway. What do you think about the enforcer's weapons? In halo 2, they fire two things: red needles and bruteshot-like things. CMT made theirs fire a laser instead of the explosives. I can script extra projectiles for the enforcers. Should I stick with the needles/explosives or add custom stuff? I know its not UVW'd correctly,thats an error when extracted.get it from Dark Neon (the model) Not quite. Open up the en_metal shader, and scroll down until you reach the part where the bitmaps are referenced. Change the map u-scale and map v-scale to 0. Thanks Dark Neon. Enforcer is now FTW. Update: The turret-deploying grunt will not work without scripts, Gamma. The vehicle created by the projectile counts as "garbage" to the game. I have a script called garbageman: (script continuous garbageman (garbage_collect_now) (rasterizer_decals_flush) ) So the garbageman deletes the vehicle. Enforcer modifications: Needles home less, but earlier, and fire faster. Do less damage. Explosives fire ballistically so they land down on you, like in Halo 2. Damage is brute shot damage. Edited by SlappyThePirate on Aug 30, 2010 at 12:45 PM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 08:02 AM
Msg. 75 of 127
Quote: --- Original message by: IcePhoenixQuote: --- Original message by: SlappyThePirateQuote: --- Original message by: 032 Mendicant Bias easy fix for that,create a seperate weapon prefix for the dual weapons,and make an animation for that in the weapon tag,do the same for the turret grunt. That's not what I mean. In halo 2, if you had a needler, and you swapped with an elite with dual PRs, he would recieve the needler and you would get a PR. And then there is one extra PR. In CE I could swap ONE of the elite's PRs for a needler, giving you a PR and the elite would have needler-PR combo. Erm I believe they're the same. In Halo 2: You switch a needler with a PR-dual-wielding elite. The elites ends up with your needler and its left-hand PR, while you get his right-hand PR. HCE: According to what you have said, you will exchange one weapon with the elite, and he'll keep his left-hand weapon. Nevermind then, I guess I recalled Halo 2 wrong. Still, ammo is a problem when it comes to scripts.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 09:55 AM
Msg. 76 of 127
Quote: --- Original message by: IcePhoenix btw for the turret grunt have its firing animation look like the gun's mounted and tick stand still to fire (someone said this I just cant find the quote). then you can have limited ammo in the turret so you can't just stick to one turret forever. and you can trade with the grunt. only thing is it won't be destructible, but imo it doesn't matter. especially seeing as the garbage cleaner currently cleans away vehicles as well. No, the grunt has a turret weapon called 'plasma_cannon_compact'. It's like a bubbleshield pickup. It fires once and spawns a turret vehicle. Just like vehicle-in-a-can. Except the vehicle counts as garbage and gets deleted. It's better to script the turret gunt's action. He is meant to be purchased between waves. If you buy him during the action he must be protected as he walks across the map. I don't think having the deployed turret as held weapon is a very good idea. It would work, but you coudn't use the vehicle afterward. After he deploys the turret, the grunt gets in the gunner seat and gaurds the area. If you ask him to get out, he holds a plasma pistol.
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 31, 2010 09:58 AM
Msg. 77 of 127
make him hold a needler or atleast a PR,after all he is a grunt heavy.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 10:09 AM
Msg. 78 of 127
Okay, I didn't think of that.
Just so we all know, the weapon list: (EDIT: Also the price ranges)
Plasma Pistol PR -------- Needler Carbine Beam Rifle -------- Energy Sword (battery) Sentinel Beam Fuelrod cannon 2 Grenades Edited by SlappyThePirate on Aug 31, 2010 at 10:10 AM
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 31, 2010 10:17 AM
Msg. 79 of 127
rig some arbiter FP arms to Teh lag's rig,he has animations for the plasma pistol,PR,needler,energy sword,and FRG,for the other weapons get someone to make animations for them.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 10:54 AM
Msg. 80 of 127
Quote: --- Original message by: 032 Mendicant Bias rig some arbiter FP arms to Teh lag's rig,he has animations for the plasma pistol,PR,needler,energy sword,and FRG,for the other weapons get someone to make animations for them. If I need animations I'll do them myself, unless someone already has. Are Teh Lag's actually replica animations, or are they the "H2" anims from the [ H2 ] maps (I think jesse)? Also, I don't have the fp hands yet. Also, I have the new heretic model show above. Edited by SlappyThePirate on Aug 31, 2010 at 10:56 AMEdited by SlappyThePirate on Aug 31, 2010 at 10:56 AM
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 31, 2010 11:32 AM
Msg. 81 of 127
teh lag made new animations from SCRATCH ><
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 02:15 PM
Msg. 82 of 127
Teh lag hasn't realeased any h2 remake animations. I need those, and a converted .max of the arbiter hands on halomaps.
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 31, 2010 03:16 PM
Msg. 83 of 127
they dont appear to be H2 remakes,however they're still useful and the arbiter hands released are max 8 format,just rerig them to teh lag's rig.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 03:36 PM
Msg. 84 of 127
Quote: --- Original message by: 032 Mendicant Bias they dont appear to be H2 remakes,however they're still useful and the arbiter hands released are max 8 format,just rerig them to teh lag's rig. I have gmax. So it's .obj, .3ds, or .gbxmodel I'd appreciate it if someone could point me in the direction of some h2 animations or weapons, either as tags or in a map.
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Aug 31, 2010 03:47 PM
Msg. 85 of 127
ah,I guess i'll export them for you,teh lag's animations are fine actually,and I can give you some fp gbxmodels that you can use on teh lag's animations.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Aug 31, 2010 08:30 PM
Msg. 86 of 127
Piccy pic ^ Arbiter and Camo Sniper Elite
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Aug 31, 2010 10:02 PM
Msg. 87 of 127
lekker
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AGLion
Joined: Jun 29, 2010
- Animator... suck it -
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Posted: Aug 31, 2010 10:16 PM
Msg. 88 of 127
Quote: --- Original message by: Zira Vadum This is going to be an excellent map.
But I have a question, perhaps a suggestion, for the grunt minors. They should be either be extremely cheap or come in packs of 4 or more.
Are you going to put in a logical way for the actor_variants to spawn, as it, they won't just randomly appear? Maybe they come through a locked door? Isn't there an opening in the level, where you can have phantoms drop off troops?
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 1, 2010 08:56 AM
Msg. 89 of 127
Quote: Isn't there an opening in the level, where you can have phantoms drop off troops? I was going to de phantoms but didn't want to tell! I have phantom tags, but sometimes the phantoms vanish midflight and stuff. You'll see phantoms in the final, where troops are depolyed on the platform outside. I'm wondering if I should add more area to the bsp. Right now it's this:  Should I make more playing ground on the outside? I want to ask before I do this, because I really don't know whether people like the interior or exterior better. Right now there are 2 entrances for heretics, and 5 entrances for sentinels.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 1, 2010 09:03 AM
Msg. 90 of 127
Needs a playersize reference.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 1, 2010 09:08 AM
Msg. 91 of 127
Quote: --- Original message by: MoooseGuy Needs a playersize reference. I'm too lazy to start gmax. Just look at the previous pictures. And I just realizes that the two big columns are not aligned along Y. Wow. So I have to change the BSP anyway.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 1, 2010 09:11 AM
Msg. 92 of 127
Area seems a bit cramped, needs maybe some playable hallways (wider than the spawning halls) connecting some walls, for cover.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 1, 2010 09:25 AM
Msg. 93 of 127
How about if I add mor to the outside part. Kinf of like the b40 bridges, and it's centered around a landing pad.
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 2, 2010 05:12 AM
Msg. 94 of 127
NO NO NO LANDING PAD. Please, my firefight map that I am making already is centered around a landing pad  This is a crappy old video of what I am talking about: http://www.xfire.com/video/343153/Edited by MoooseGuy on Sep 2, 2010 at 05:19 AM
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 2, 2010 09:14 AM
Msg. 95 of 127
Quote: --- Original message by: MoooseGuyNO NO NO LANDING PAD. Please, my firefight map that I am making already is centered around a landing pad  This is a crappy old video of what I am talking about: http://www.xfire.com/video/343153/Edited by MoooseGuy on Sep 2, 2010 at 05:19 AM That's pretty cool. Like a50-firefight. But because you totally don't understand, I'm putting my landing pad in.
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Architect of Halo
Joined: May 15, 2009
Justice for all
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Posted: Sep 2, 2010 10:34 PM
Msg. 96 of 127
not bad
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yayaplols
Joined: Nov 29, 2009
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Posted: Sep 2, 2010 10:48 PM
Msg. 97 of 127
Wait.... how are the landing pads going to look like? will it look like the one where you start off up in the beginning of the level... or the one of the banshees, but larger?
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Sep 2, 2010 11:20 PM
Msg. 98 of 127
do you want me to find a better sientel beam? i got the h2 one somewhere in my tags
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 3, 2010 05:12 AM
Msg. 99 of 127
OH, so you're talking about the Halo 2 pads from the level on Basis?
Lol, that would be cool, indeed....
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 3, 2010 09:46 AM
Msg. 100 of 127
Quote: --- Original message by: Hydrogen do you want me to find a better sientel beam? i got the h2 one somewhere in my tags Absolutely, just find me on xfire. EDIT: I want to know how you guys fel about a different kind of firefight system for this map. Right now, gameplay is wave-by-wave, very similar to firefight-portent. You earn credits per round. Enemies all enter at the same time and in increasing number and/or difficulty. How about instead of waiting between waves, you earn credits per kill? Easier enemies are 'worth' fewer credits. There is a budget for AI allowed in the area. Enemies are inserted one-by-one or two-by-two into the firefight. Depending on how many kills you have made, enemies will insert in greater numbers and/or difficulty. So there's a wave-by-wave system or a realtime insertion system. Both allow you to buy allies and guns. Which one would you prefer? Remeber that you can use recharging active camouflage, and that you start out with only a plasma pistol. Edited by SlappyThePirate on Sep 3, 2010 at 11:52 AMEdited by SlappyThePirate on Sep 3, 2010 at 11:53 AM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Sep 3, 2010 05:58 PM
Msg. 101 of 127
whats your xfire?
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disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
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Posted: Sep 3, 2010 06:34 PM
Msg. 102 of 127
@slappey i actually like that idea
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 3, 2010 06:50 PM
Msg. 103 of 127
Quote: --- Original message by: Hydrogen whats your xfire? slappythepirate
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Sep 3, 2010 06:57 PM
Msg. 104 of 127
sent
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Sep 3, 2010 07:44 PM
Msg. 105 of 127
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