
Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 21, 2010 01:30 PM
Msg. 36 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: Skidrow925Quote: --- Original message by: gnademassica117Quote: --- Original message by: TuahaQuote: --- Original message by: gnademassica117Quote: --- Original message by: Delicon20 I unloaded rockets onto them for at least five minutes straight and finally just gave up :/
and yeah, they jump like flood to get closer to you when they're far away Rockets don't do anything, you have to hit the skin. Imo that's unrealistic. Whether the rocket hits the 'skin' or not, the Lekgolo will obviously be weakened by the explosive. Armour is not immune to every projectile in the world. If you're aiming for realism then I suggest to make Hunters vulnerable to rockets again. Edited by Tuaha on Oct 21, 2010 at 08:19 AM No. If they are vunerable to rockets, they are vulnerable to every other weapon too. Their shields can withstand lots of damages. They are even able to crush Spartans with those shields. I meant gameplay-wise. rockets>hunters end of story.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 21, 2010 02:26 PM
Msg. 37 of 134
my, my, do you have a temper? fine, leave your hunters invincible, and see if people ever use them. its a shame people never take good advice when it's given to them.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 21, 2010 03:37 PM
Msg. 38 of 134
you make no sense whatsoever
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 21, 2010 03:54 PM
Msg. 39 of 134
lol ill see if i can fix the tags for you (: seems easy enough
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 21, 2010 04:30 PM
Msg. 40 of 134
Quote: --- Original message by: gnademassica117 *Facepalm*
I have said at least three times now, I cannot make the hunters vulnerable to rockets. it's easy, make the skin multiply the damage of all weapons, while armour weakons it, that way when they are hit by rockets the area effect damage will kill them, but weapons such as assault rifles have to find a crack in the plating to do alot of damage that would be a lot better then making them immune to all weapons
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 21, 2010 05:01 PM
Msg. 41 of 134
lol i want to see a hunter crack effect (:
|
|
|

DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
|
Posted: Oct 21, 2010 06:08 PM
Msg. 42 of 134
Quote: --- Original message by: Delicon20Quote: --- Original message by: gnademassica117 *Facepalm*
I have said at least three times now, I cannot make the hunters vulnerable to rockets. it's easy, make the skin multiply the damage of all weapons, while armour weakons it, that way when they are hit by rockets the area effect damage will kill them, but weapons such as assault rifles have to find a crack in the plating to do alot of damage that would be a lot better then making them immune to all weapons Actually, modify your rockets to do more damage to hunter shield, armor, and skin. Look at the hunter's collision model too; it might actually be your tagset that's making them invulnerable. The Hunters have always challenged me in how to do them without making them overpowered, yet not underpowered either. I definitely think they need more Health compared to Halo 1's (and the removal of the orange area being a headshot zone) and they definitely need to defend themselves more. However, remember that hunters are not agile units; they can be fast, but not agile (they take shots more than they evade shots). I'll work on the Hunters too to see what I get, but I want to use CMT's Hunter biped mainly because its big enough to fit the AI want to make them into. I always want to make Hunters more powerful against Vehicles at close range, like Halo Reach's.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 21, 2010 06:52 PM
Msg. 43 of 134
you got cmt's hunters workin? the big ass ones? zomfg wen did tis happen?
also good idea with the rocket projectile idea, but the other way would be better in his situation due to the fact he's going to release the ai alone and someone might not fix the rockets themselves and throw them into a map unknowingly, having catastrophic results. Edited by Delicon20 on Oct 21, 2010 at 06:54 PM
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 21, 2010 06:52 PM
Msg. 44 of 134
i couldnt get the specops in lol.
|
|
|

DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
|
Posted: Oct 21, 2010 09:59 PM
Msg. 45 of 134
Quote: --- Original message by: Delicon20
you got cmt's hunters workin? the big ass ones? zomfg wen did tis happen?
also good idea with the rocket projectile idea, but the other way would be better in his situation due to the fact he's going to release the ai alone and someone might not fix the rockets themselves and throw them into a map unknowingly, having catastrophic results. Edited by Delicon20 on Oct 21, 2010 at 06:54 PM I can get the Red ones working, but the Blue ones are still messed up for some reason. I'm assuming its the bitmaps since the weapons and other parts of the tag are okay considering they coincide with the Red Hunter. I might just use that one for testing reasons since they are virtually the same thing. No, Rockets being ineffective is only proportional to the collision and projectile tags. The AI should not rely on the collision (except obvious cases regarding materials and headshot nodes) and anyone should have the knowledge of fixing a tagset to match the AI.
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 22, 2010 05:38 PM
Msg. 46 of 134
okee what do you think you can do with keyes?
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 12:30 AM
Msg. 47 of 134
yep
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 09:39 AM
Msg. 48 of 134
oh yeah, when i last played cmt (yesterday) i dont remember but i dont think the brutes melee'd
|
|
|

abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
|
Posted: Oct 23, 2010 09:56 AM
Msg. 49 of 134
so im confused. AI can just be added to any map and tada, you have AI? no scripting for them required?
|
|
|

abkarch
Joined: Mar 20, 2010
This account is old. Sorry for inappropriate posts
|
Posted: Oct 23, 2010 10:27 AM
Msg. 50 of 134
k
|
|
|

MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
|
Posted: Oct 23, 2010 10:54 AM
Msg. 51 of 134
What about Jackal Snipers?
|
|
|

MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
|
Posted: Oct 23, 2010 01:07 PM
Msg. 52 of 134
Quote: --- Original message by: gnademassica117 Enforcer: Progress: Do if Requested.
Infact could you to work with CMT's
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 01:26 PM
Msg. 53 of 134
oh, well it sucks. and they can flip. arent they like a few tons?
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 23, 2010 04:05 PM
Msg. 54 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: MatthewDratt What about Jackal Snipers? Probably not, as I would need someone to make new animations for them. I might make Skirmishers, though. hope you can rig, model, and texture then
|
|
|

DarkAvengerX
Joined: Jul 13, 2010
I'll just stick to music as mapping is not for me.
|
Posted: Oct 23, 2010 04:44 PM
Msg. 55 of 134
I am starting a script from scratch. it includes the dodging abilities plus some that are in Halo Reach
|
|
|

DarkAvengerX
Joined: Jul 13, 2010
I'll just stick to music as mapping is not for me.
|
Posted: Oct 23, 2010 04:48 PM
Msg. 56 of 134
Does anyone have the tag that is being developed im working on the power drian powerup tag from halo 3 maybe i can help!
|
|
|

DarkAvengerX
Joined: Jul 13, 2010
I'll just stick to music as mapping is not for me.
|
Posted: Oct 23, 2010 04:53 PM
Msg. 57 of 134
I want to help with the Godarm animations has anyone tried to start MAYBE I CAN HELP!
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 05:06 PM
Msg. 58 of 134
you dont no how to actor edit? lol i know a bit. actually a lot.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 23, 2010 05:49 PM
Msg. 59 of 134
Quote: --- Original message by: gnademassica117Quote: --- Original message by: disturbed you dont no how to actor edit? lol i know a bit. actually a lot. Yup, I don't have a clue how to actor edit. God made all of these tags for me. /facepalm. I KNEW GOD GAVE YOU THEM!!!! Edited by Delicon20 on Oct 23, 2010 at 05:54 PMoh crap deleted the post on accident :/ Edited by Delicon20 on Oct 23, 2010 at 05:55 PM
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 06:25 PM
Msg. 60 of 134
oh i thought you said something like "i have no idea how to do this" referring to actors
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 06:43 PM
Msg. 61 of 134
oh yeah im almost sure thats linked to the animations.
|
|
|

DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
|
Posted: Oct 23, 2010 06:44 PM
Msg. 62 of 134
Quote: --- Original message by: gnademassica117 You don't need scripts, it's a part of the actor tag (Which I haven't found out how to do yet). -avoid friends' line of fire -avoid all enemy attack vectors -dive into cover chance (note: this is the probability the AI will run the dive animation when moving into cover, not how often the AI will move behind over) -emerge from cover chance (note: this is the probability the AI will run the emerge animation from cover) -dive from grenade chance (note:this is the chance of the AI using the barrel roll animation, not actually the probability of evading grenades) -All sub-sections listed under the Section named defensive. -Utilize the firing position Section too.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 23, 2010 07:19 PM
Msg. 63 of 134
how do you increase there speed? and can someone give me an estimate of how far a world unit is (tell me something that's about as long as a world unit).
oh btw how did you disable the hunters run? is running just their way of berserking or what?
|
|
|

Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
|
Posted: Oct 23, 2010 07:24 PM
Msg. 64 of 134
Quote: --- Original message by: Delicon20 how do you increase there speed? and can someone give me an estimate of how far a world unit is (tell me something that's about as long as a world unit). A standard fragmentation grenade has a maximum blast radius of approximately one world unit. Edited by Echo77 on Oct 23, 2010 at 07:24 PM
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 07:30 PM
Msg. 65 of 134
a spartan is 0.7 world units. edit: tall Edited by disturbed on Oct 23, 2010 at 07:30 PM
|
|
|

DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
|
Posted: Oct 23, 2010 07:52 PM
Msg. 66 of 134
Quote: --- Original message by: Delicon20 how do you increase there speed? and can someone give me an estimate of how far a world unit is (tell me something that's about as long as a world unit).
It's in their animations. You can give them random increments of speed in the biped tag though (it says you can, but I'm not sure if it really works).
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 23, 2010 08:16 PM
Msg. 67 of 134
im pretty sure the hunters use those,.
|
|
|

Delicon20
Joined: Oct 3, 2008
Still here. Still loves bacon
|
Posted: Oct 24, 2010 12:19 AM
Msg. 68 of 134
Quote: --- Original message by: DarkHalo003Quote: --- Original message by: Delicon20 how do you increase there speed? and can someone give me an estimate of how far a world unit is (tell me something that's about as long as a world unit).
It's in their animations. You can give them random increments of speed in the biped tag though (it says you can, but I'm not sure if it really works). so do you think I could modify the movement animations of an elite to make it's feet move faster?
|
|
|

disturbed
Joined: Jul 31, 2010
Im a mac, deal with it. I still run PC through emu
|
Posted: Oct 24, 2010 10:05 AM
Msg. 69 of 134
i feel like i modded speed within the actor variant. also in the globals you change your speed lol. but with animations you can do anything. are animations hard to get ingame?
|
|
|

deadlyfighter1000
Joined: Jan 11, 2009
Constantly a threat.
|
Posted: Oct 24, 2010 11:39 AM
Msg. 70 of 134
When I load up the actor variant for the minor elites, sapien crashes (and a_hobo). Is it just me that it happens to? and what should I do about it?
|
|
|