
Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 7, 2010 12:43 AM
Msg. 1 of 43
\|/ WALL OF TEXT, SKIM READ AT LEAST PLEASE \|/
question is, is should i make it the full size, but kinda awkward to fly (because it is pretty powerful) or should i make it 1/2 size, but pretty weak? the idea is for both teams to have one, but the MAC cannon is hard to aim, so MAC is only really good vs other frigates (hence big size)
They'll have some decent-strength autocannons that are moderately innacurate, to allow light vehicles to stay out of range easily, while heavy vehicles can survive more hits of them, so can get close enough to attack back.
I'd love to give the frigate the ability to hold vehicles, but if i can, can i make it hold Multiple? all triggered by one seat in the cargo bay using Q or something. if it is possible, make each one locked in place by a seat nearby, so you can add ones without having to detach all of them and re-attach them with the new one included.
^WALL OF TEXT, SKIM READ^
Thanks for any help in advance
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 7, 2010 01:01 PM
Msg. 2 of 43
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 7, 2010 05:51 PM
Msg. 3 of 43
Don't you guys love it when a autor forgets to add a readme -_-' . I hate maps whit no discription... But you guys are talking about those big ships in the picture right?
Edit: Wait a second you want a multiplyer map whit automated cannons? that requirers AI's whitch don't syncronizize and therefore can't work propertly. Edited by Niels on Sep 7, 2010 at 05:54 PM
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 7, 2010 06:10 PM
Msg. 4 of 43
Quote: --- Original message by: Zira VadumQuote: --- Original message by: Niels
Don't you guys love it when a autor forgets to add a readme -_-' . I hate maps whit no discription... But you guys are talking about those big ships in the picture right?
Edit: Wait a second you want a multiplyer map whit automated cannons? that requirers AI's whitch don't syncronizize and therefore can't work propertly. Edited by Niels on Sep 7, 2010 at 05:54 PM Stop trolling me whit dat baddd spellin11! It's 0:07 AM over here I'm more asleep then awake. WTF are you doing in my deam man? LOL Dennis is here :0, must be a really good dream 0_o'. (This is btw a joke not supposed to be atke serious exept for the 0:07 AM part.)
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 7, 2010 06:11 PM
Msg. 5 of 43
dennis, thanks for the offer, but no. i want there to be some actual size to the thing, with proportional awkardness to flying it (basically easy, but tricky to manouever in tight places)
Weapon systems that don't suck too =P a banshee could kill that thing, and the covenant cruiser WAS a banshee
And Autocannons aren't Automated, they are just gigantic machine guns that have no reload.
I'd like to have lights from the engines working, shouldn't be too hard
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Sep 8, 2010 06:46 PM
Msg. 6 of 43
i read that if you do make a vehicle with a full interior, it could overload and crash. if you were to make a good frigate and not the pitiful RC-esque vehicle in trepidation (i felt profoundly ripped off by that map) i would recommend entering at the back storage bay and haveing just a single hallway running up to the front. it would still have to be small, though.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 8, 2010 08:11 PM
Msg. 7 of 43
but the draco has a full interior, complete with proper texturing, full shape and heaps of useless rooms. the intention of my "interior" was the large, empty cargo bay, with bare walls, and some stairs to the bridge & auxilliary control (for gunner/co-pilot seat)
i might throw in some sealed doors to make it a bit more realistic, if it works to begin with. I'm hoping that the docking bay will be able to have an easy way to the bridge, like an extending ramp to a small door or whatever.
Collab sounds cool, take the best ideas of both maps and bung 'em in one
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Sep 8, 2010 08:36 PM
Msg. 8 of 43
i guess... the comment i read was talking about a full interior for a full halcyon-class cruiser, which would be a revamp of the first and last levels. i wanted to try making an aircraft carrier with attached skyhawks
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 8, 2010 10:44 PM
Msg. 9 of 43
Quote: --- Original message by: Zira VadumAnd Niels, if this was a 'deam' and Dennis's face was on it, you'd be screaming and crying at the same time. What? You want to have nightmares? Your call: Edited by Zira Vadum on Sep 8, 2010 at 06:51 PM You are an idiot. In your attempt to be funny you you haven't even gotten the correct picture of the correct person. You have to know how your supposed feud with me will turn out.
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GameCreat0r
Joined: Apr 9, 2010
"Perhaps the ending has not yet been written..."
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Posted: Sep 9, 2010 03:08 AM
Msg. 10 of 43
Quote: --- Original message by: DennisQuote: --- Original message by: Zira Vadum And Niels, if this was a 'deam' and Dennis's face was on it, you'd be screaming and crying at the same time.
What? You want to have nightmares? Your call:
*image (whitch I rather don't quote 0_o)
Edited by Zira Vadum on Sep 8, 2010 at 06:51 PM You are an idiot. In your attempt to be funny you you haven't even gotten the correct picture of the correct person. You have to know how your supposed feud with me will turn out. Ehh Dennis you didn't lock his accound for this did you? Everyone has fun whit you beïng the mystery guy. I am therefore happy to understand that this is NOT a picture of you :P. Just so we are cool here, I don't mean any of this to be offencive. (I probebly spelled a lot of things wrong again.)
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 9, 2010 11:12 AM
Msg. 11 of 43
it's cool Dennis, it's just messin' around. you are the Mystery Man after all =D it's only fair if we jokingly pretend we know who you are.
Besides, people flaming Zira Vadum just scared him away. good one. He asked Dennis to cancel his account because of all the "Hate Wagoning" and flaming he was getting. There's no need for senseless teasing.
He had some good ideas, and now it's twice as arduous for me to communicate to him about them. Shame on you all..... Except Dennis. I'm not dumb enough to poke a sleeping bear, let alone cast Shame at an all powerful Forum God.
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Hs_crozzhair
Joined: May 8, 2010
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Posted: Sep 9, 2010 11:45 AM
Msg. 12 of 43
There i a map with HUGE flyable PoAs on it and HUGE fylable CCS covenant cruisers out there, but they arent life size (about the sizze of a frigate acruat size...)
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Dennis

Joined: Jan 27, 2005
"We are made of starstuff.” ― Carl Sagan
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Posted: Sep 9, 2010 01:53 PM
Msg. 13 of 43
Quote: --- Original message by: Niels Ehh Dennis you didn't lock his accound for this did you? No. It was locked for repeated trolling.
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Hs_crozzhair
Joined: May 8, 2010
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Posted: Sep 9, 2010 05:18 PM
Msg. 14 of 43
He was GETTING trolled.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 10, 2010 03:25 AM
Msg. 15 of 43
apparently he left willingly, because he was being trolled, and Dennis locked the account. so Vadum told me anyway
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 10, 2010 05:38 AM
Msg. 16 of 43
How did this go from a flyable frigate thread to a Dennis - Vadum discussion?
Come on, people.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 11, 2010 07:52 AM
Msg. 17 of 43
because people were wrongly flaming vadum for a simple joke.
Anyways, does anyone else have an idea they'd like to discuss about the frigate? im all ears.
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Sep 16, 2010 07:35 PM
Msg. 18 of 43
ideas... 1)attach bumblebees, hornets, or something like that to the frigate like with the dracos firefly. ive been trying to make my own aircraft carrier vehicle, and would like to try to attach T51s to the launching catapults 2)like the scorpion in hugeass, after an extremely large amount of damage, it explodes, and leaves a ball of fire, only this would explode like a nuke (or three) and scatter fire and debris all over the level 3)3)add the real armaments of a frigate. that includes a MAC gun, archer missiles, nuclear warheads, and machine guns also, one note about size, take in mind the size of the map. a full scale one would cover the map in seconds. but you probably already thought of that Edited by flyingpenguin117 on Sep 16, 2010 at 07:43 PM
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MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
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Posted: Sep 17, 2010 05:29 AM
Msg. 19 of 43
1)Attaching vehicles that can detatch is impossible, unless it is done as a damage effect maybe. 2)Why? 3)Something like this will produce major lag. I think the best use for a vehicle like this is in singleplayer, it will save loads of problems.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 17, 2010 09:16 AM
Msg. 20 of 43
it isn't going to be fast, not in the slightest. not too slow mind you, just not agile. thinking a half scale would be best, MAC cannon is the main idea, i'd prefer no turret tracking (because the MAC is part of the ship, maybe i should add a giant laser sight toggle for the gunner seat Q button, so you can see where it'll hit)
I dunno if missiles will be too uber? it'd mean that regular ground troops would be instantly slaughtered with no hope of surviving. at least the autocannons will have slow turret tracking, so small targets can evade easily (meaning small air vehicles have a chance vs. you too, or can at least survive)
MooseGuy, i do believe attaching vehicles that detach is quite possible, such as on coldsnap. Q button picks them up and drops them off. escape pods might be a bit much unfortunately. i suppose if i added them in, i'd need an extending arm that pushes one into a hole in the side of the ship, because i don't think a vehicle can respawn with something already attached.
Well, i suppose i could have one in the back, facing backwards, but it would have little use. i dont think theres a good solution to stop a ship mid air, and if you land there will be the vehicles you stored in the cargo hold, which have guns, unlike the bumblebee.
Thanks for the replies though =D
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Sep 17, 2010 06:25 PM
Msg. 21 of 43
if you download the full separation, the dracos have fireflies in the cargo bay that stay attached to the draco until you drive them. when you exit the firefly, it automatically teleports back to the draco, and the draco respawns with the firefly still attached. i thought to do something like that. and the bumblebee could be used as an insertion craft, and use attached guns and rockets like on most maps with a bumblebee. there could be holes in the side that harbor a couple of these. you could also use the as scenery, and have 2 of these facing each other, including missile turrets and the mac gun as a turbo stationary weapon
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 17, 2010 10:21 PM
Msg. 22 of 43
there will be damaged sections in the hull, that allow bumblebee's to fly in. still not sure if people would bother using the bumblebees on the frigate, when there will be some in the stationary cruiser base. that's a brilliant idea though! can you please post a link to the map?
i'd love to do that with some vehicles in the bay, but do they dissapear immediately after leaving the vehicle? or could it be timed for a minute or so?
I suppose for fun i should add one bumblebee in a rear compartment or something, but i'd love some Orbital Drop Pods.
Is there an easy way to get the whole ship to level out horizontally, (and so as long as you aren't moving) so people can run to the vehicle bay? if not, there is no use having Drop pods or the bumblebee.
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Sep 19, 2010 10:44 AM
Msg. 23 of 43
http://hce.halomaps.org/index.cfm?fid=1902that is a link to separated. once you exit, fireflies will teleport back to the bay, but if you contact the author, he might be able to help you add a timer. as for the drop pods, you could add a plugin similar to the coldsnap pelican pickup, where you can get in, but once you press q, your pod would drop out. and if you get the vehicle level and land it, other players can run into the back, as long as your stationary. vehicle parking in the hangar, if necessary, would be impossible. i see this all the time in halo maps, when vehicles collide with each other, they pass through.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 20, 2010 12:17 AM
Msg. 24 of 43
vehicles in the vehicle bay will be attatched, with the Q function, or possibly auto spawn. i was hoping the drop pods would have the auto respawn function, and wouldnt even need a time delay to respawn in the ship, because you won't need it again. and that drop pod idea wouldn't work unfortunately, as once you get in, the vehicle detaches automatically. the person in the vehicle doesn't have control over the Q function either, it is the pilot of the pelican that does. unless i'm wrong, which i would love for this idea. It'd be great to have someone get into the pod, and the pilot can drop them, or the individual people can launch themselves.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 20, 2010 02:22 AM
Msg. 25 of 43
i was gonna do the mac and autocannon thing with the poa lol. but something with the shaders didn't let it compile for some reason.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 22, 2010 07:09 AM
Msg. 26 of 43
i was thinking of having Controls for the MAC, but it'd be way too unfair. What i do want to know, however, is how these docking clamps will work. can i just make flat braces that the ship rests on, kind of like bridges, that could possibly lead to openings in the hull of the frigate. these would retract upon activation of the undocking procedure. Just want to remind, that both a pilot, gunner and docking releaser are required, meaning that the minimum amount of players for this map would be 3v3 (so it can't be made too unfair, as the third person can use defensive turrets to stand a chance)
Will the docking clamps idea work? when activated, the clamps would simply retract, leaving the frigate to fall with gravity. Is there any way to make it impossible for the ship to turn while docked? i noticed that some vehicles seem to get attached to the ground, and are difficult to turn. If this were the case with the frigate, the pilot wouldn't be able to twist around in the space he has. only other way i see it is to have a forcefield or extra clamps on all sides, to totally prevent people jamming the frigate, or glitching it through something.
When a vehicle spawns, does it always have to drop from such a distance? scarab, longsword etc, all drop from quite high. if i can, i could create a forcefield that it spawns directly into, so can't move until it is dropped. Possible?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 22, 2010 03:07 PM
Msg. 27 of 43
i think it's in the physics where you can change the fall height. i don't know exactly.
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flyingpenguin117
Joined: Sep 8, 2010
You must Never, EVER leave a SINGLE BOB ALIVE!!!
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Posted: Sep 22, 2010 05:48 PM
Msg. 28 of 43
i would make an invisible platform with a teleporter leading to where the hangar is, so it looks like the frigate is stationary. otherwise, you could just have it on top of the cruiser. i wouldnt use the docking clamps-sounds to hard. also, about the drop pods, you could have an extremely small movement system involved. in coldsnap, when you attach a behicle, you can detach it by getting in, and it will stay attached until you move. you could do something like that with the drop pods.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 01:07 AM
Msg. 29 of 43
for the drop pods just go in the vehicle tag and uncheck "driver power wakes physics", then check "speed wakes physics" and that should keep the drop pod from being launched by the player. this way you can keep them attached until you hit a button. players get in and you hit the big red button to eject them lol.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 23, 2010 01:42 AM
Msg. 30 of 43
aah, that makes so much more sense. doesnt that mean if you uncheck all of the 'wake physics' commands, that you could pick up someone in a hog, and they can gun from the seat? i'd love to be able to do that. REALLY REALLY LOVE IT
although methinks it cannot be done =(
That would mean i could make some tiny vehicles that spawn attached to the frigate, that have a pilot seat (to eject pod) and a gunner seat, that could act as an extra turret on the frigate. that would make the best map ever =D
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 02:21 AM
Msg. 31 of 43
you can only have one gunner per vehicle. if you un-check "driver power wakes physics" it means that if the driver gives the vehicle power it won't move. speed wakes physics makes the vehicle move when it has momentum. say you're flying the frigate, you'd have to drop the pods while ur moving so that they will drop. if they are still then they won't move unless something hits them. now were you asking if you could gun from another seat other than driver? cause you can. it's called "the gunner seat" lol.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 23, 2010 07:55 AM
Msg. 32 of 43
hmm, methinks maybe you misunderstood me, or maybe i came across wrong.
Say that the bumblebee's had some minor weapon systems, maybe just some machine guns. Say there were 2-3 bumblebee's auto attached on each side of the ship, in little bays. You can remove the physics waking things, so can you have the pilot and gunner in the frigate, and then get players into the gunner seats in the bumblebees. if all of the "vehicle wake physics" things were off, could the gunners in the bumblebee's shoot stuff without being detached from the frigate?
and would the best bet for the Drop Pods be to disable both Wake Physics things, so only the pilot can launch, or should i let it have "Driver Power Wakes Physics" on, so the individual Drop Troops can launch on their own (and if so, how would they see when it is a good time to launch?)
Thanks for the help Darkassassin14 =)
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 12:14 PM
Msg. 33 of 43
omg you may have stumbled upon something here. H3 scorpion anyone? that may be possible. we gotta try that out.
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Xaos
Joined: Aug 6, 2009
"Aim towards the enemy."
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Posted: Sep 23, 2010 06:03 PM
Msg. 34 of 43
i still need to learn how to make maps properly, so i can't really test this out =(
I would have thought every possible idea would have been thought of before. need to test this theory =D
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 23, 2010 09:46 PM
Msg. 35 of 43
if i knew how to do the auto attaching of vehicles to vehicles then i would test this myself.
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