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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Flyable Frigate (In Amber Clad style)

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Author Topic: Flyable Frigate (In Amber Clad style) (43 messages, Page 2 of 2)
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PVT Jenkins
Joined: Feb 23, 2009

Advance!!!!!


Posted: Sep 23, 2010 09:58 PM    Msg. 36 of 43       
I believe ive seen a lifesize frigit in Halo 3 it was modded by someguy on sandtrap ive been aboard the thing has a nice interior and it covered more than sandtrap it was big had autocannons on the outside had the UNSC symbol and there were vehicles in the hanger i believe the map was called Big Wang Mod.
Edited by PVT Jenkins on Sep 23, 2010 at 10:37 PM


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 23, 2010 10:52 PM    Msg. 37 of 43       
yea got the halowars mod from a friend that had the destroyed phantoms floating on one side and the frigate on the other side. the frigate actually isn't that big lol. the little vehicle/cargo hold in the back was a little past the destroyed buried phantom and the tip was over the gap between the sniper spawn and the splaser spawn. not to big.


Link2262
Joined: May 22, 2010

WARNING: Hitchhikers may be escaped convicts.


Posted: Sep 24, 2010 08:41 PM    Msg. 38 of 43       
http://hce.halomaps.org/index.cfm?fid=1494 - This map is fairly big, and it contains flyable Pillar of Autumns and Covenant Cruisers. Though their weapons are...lacking. It's better than the first Trepidation that contained mini models of the ships, but not by much.
At the moment, it's probably as close as you'll get to space-faring ship battles.
Edited by Link2262 on Sep 24, 2010 at 08:42 PM


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Sep 25, 2010 10:18 AM    Msg. 39 of 43       
well i may have to fix that =D
if my evil plan for multiple individually controlled turret bays works out, i'll just make a map with 2 frigates per team, max 4 players per frigate (pilot, main gunner, one extra gunner seat per side)

should be easy enough IF the evil plan works


darkassassin14
Joined: Jul 23, 2007

El. Psy. Congroo.


Posted: Sep 25, 2010 02:23 PM    Msg. 40 of 43       
lol yea. i wanna see that work.


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Oct 6, 2010 07:12 PM    Msg. 41 of 43       
actually, multiple gunners might not work. if you look in guerilla, each seat has one option to be set as gunner, and you cant assign certain seats to certain weapons. i havent ever seen a vehicle with multiple gunner seats.


Xaos
Joined: Aug 6, 2009

"Aim towards the enemy."


Posted: Oct 7, 2010 06:06 AM    Msg. 42 of 43       
i understand the limit the game engine has on that matter, but the point is is there is only one gunner in the vehicle, but there are multiple vehicles attached to eachother =D what we do need to check is if we can make sure there are no Physics wake scripts tied to the gunner in the lifepod, so shooting won't detach you. Getting in the pilot seat will, however, so you can still use them as escape pods (the turrets will track pretty slowly, so it won't be a good decision to just use the lifepods by themselves)

Just need someone to test it for me, i don't know how


flyingpenguin117
Joined: Sep 8, 2010

You must Never, EVER leave a SINGLE BOB ALIVE!!!


Posted: Oct 7, 2010 06:08 PM    Msg. 43 of 43       
you can have a gunner in an attached vehicle. you see it in campaign, and you could also use turrets. gm_flatgrass is a good place for experimenting. i spawned a draco and a turret, then attached them using the objects_attach comand, so the turret is in the cargo bay. i actually just found out how to script something like that, make a new script, and type this:

(script startup frigate
(object_create_anew inamberclad)
(object_create_anew turret1) repeat for however many turrets are needed
(objects_attach frigate gunner1 turret1 "") again for however many turrets are needed
)

and how is the frigate coming?
Edited by flyingpenguin117 on Oct 7, 2010 at 06:15 PM
Edited by flyingpenguin117 on Oct 12, 2010 at 05:30 PM

 
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