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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[Tag release] Scorpion with dual seats.

Author Topic: [Tag release] Scorpion with dual seats. (14 messages, Page 1 of 1)
Moderators: Dennis

The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 23, 2011 07:25 PM    Msg. 1 of 14       
Well it seems Bungie had originally intended the scorpion to be a two-man vehicle (see this old topic for explanation: http://www.modhalo.net/index.php?/topic/27149-interesting/). I thought this would be interesting to see fully implemented, and may help to reduce the "cheapness" of tanks in multiplayer (as one single person can't roll around wherever he wants while shooting wherever he wants).

The only problem right now is that the head sticks slightly out of the hatch, because it's shorter than the driver hatch, but I can fix that soon.

So, for now, here you go: http://www.cereal-killer.tucker933.com/TCK%27s%20Mods/dual%20scorp.zip. Simply replace your current scorpion_mp.vehicle, gbxmodel, and model_animations with the tags in that folder.

Vid to demonstrate:
http://www.youtube.com/watch?v=z-BPC7FkiHM

Also, I opened up the four passenger seats on the side since taking that vid.
Edited by The Cereal Killer on Apr 24, 2011 at 07:57 PM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 23, 2011 08:16 PM    Msg. 2 of 14       
This is mostly just to add a different aspect to MP, not trying to follow any canon in doing this :P


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Apr 23, 2011 08:37 PM    Msg. 3 of 14       
Just copy the main hatch. And make a closing overlay anim scaled by gunner power on.
You can add the frame on the scorpion, import anims then reexport to have a correct node checksum...

Copy the right hatch then i can snipe this noob who thinks protected.

100% agreeing for MP balance.
Edited by bourrin33 on Apr 23, 2011 at 08:39 PM


Switchblade
Joined: Jul 3, 2007

"Do you believe my threat is ended with my death?"


Posted: Apr 23, 2011 08:42 PM    Msg. 4 of 14       
You forgot to add the hatch animation and flip the entry animation for the gunner's seat. Also, the reason the gunner's seat was never implimented was because the SP ai were a bit suicidal and couldn't aim to save their lives and in multiplayer the tank became a big sitting duck or a deathtrap if you have an incompitent driver. I being a tank user myself; i gotta say, its harder to keep alive with full use of the gun while driving than most people think.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 23, 2011 08:42 PM    Msg. 5 of 14       
That is a good idea, bourrin. The stock gunner hatch already has a node for animating, and the interior is like the driver hatch interior; like I said, I am fairly sure that Bungie intended to make it with a separate gunner from the start, but decided against it in the end.

@Switchblade, I didn't forget to do that, I just did this quickly last night when I was running short on time but wanted to still get an early version out for opinions.
Edited by The Cereal Killer on Apr 23, 2011 at 08:44 PM


Skyancez3o4
Joined: Apr 6, 2010

I miss CE


Posted: Apr 24, 2011 12:32 AM    Msg. 6 of 14       
it looks nice :) more to realism and with the addition of a hatch gunner would probably be awesome too :D


Ubergoober
Joined: Oct 11, 2010


Posted: Apr 24, 2011 02:23 AM    Msg. 7 of 14       
looks cool, cant wait to see it in-game, well done and thank you for the tag release :)


Necroisgod
Joined: Apr 24, 2011


Posted: Apr 24, 2011 09:23 AM    Msg. 8 of 14       
http://www.cereal-killer.tucker933.com/TCK's%20Mods/avn.rar
Nice FTP.
Edited by Necroisgod on Apr 24, 2011 at 09:24 AM


Corvette19
Joined: Feb 27, 2007


Posted: Apr 24, 2011 10:39 AM    Msg. 9 of 14       
Right when I deleted my tags folder so I could have more memory. THANKS D: Now I have to reinstall HEK.


bobbysoon
Joined: Feb 1, 2007


Posted: Apr 24, 2011 10:51 AM    Msg. 10 of 14       
Good luck getting the gunner hatch to animate. The opening and closing animations aren't per seat, they're for the whole vehicle, power-up and power-down.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Apr 24, 2011 12:18 PM    Msg. 11 of 14       
The old CMT had done this, I believe its one of there old maps too.


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 24, 2011 02:42 PM    Msg. 12 of 14       
Quote: --- Original message by: Higuy
The old CMT had done this, I believe its one of there old maps too.

Well I've never seen it :P


Quote: --- Original message by: bobbysoon
Good luck getting the gunner hatch to animate. The opening and closing animations aren't per seat, they're for the whole vehicle, power-up and power-down.

That's the reason I didn't try adding the animation, however bourrin suggested an overlay scaled by gunner power on.


Nickster5000
Joined: Dec 11, 2010


Posted: Apr 24, 2011 07:51 PM    Msg. 13 of 14       
Mind putting the .gbxmodel with the FRICKING GUNNER SEAT ENTRANCE NODE INTO YOUR RELEASE?
Edited by ODST_Nick on Apr 24, 2011 at 07:51 PM


The Cereal Killer
Joined: Mar 18, 2011

Scripts, AI, cutscenes, ui_widgets, animation.


Posted: Apr 24, 2011 07:57 PM    Msg. 14 of 14       
Mm sorry. Fixed.

 

 
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