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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[WIP]Toten Nacht

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Author Topic: [WIP]Toten Nacht (299 messages, Page 7 of 9)
Moderators: Dennis

SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 15, 2011 09:13 PM    Msg. 211 of 299       
Quote: --- Original message by: rerout343
Weapon: That was actually one of the first things I tried, technically I used the oddball not the flag but I'm guessing the same principles apply, but even if I give it a trigger and ammunition, pulling the trigger still forces you to drop it.
What about right-click for launch nade?
Animation: I guess I should have been more specific. I have the "weapon" set up to be destroyed when the trigger is pulled, but I need to to automatic do this so it can't be stored for later.
Is this also for the grenade launcher?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Sep 15, 2011 09:19 PM    Msg. 212 of 299       
Right click did not work either, and no the animation is used for other "weapons" I'm using for purely scripting or cinematic reasons.

Or did you mean right click with just having the normal weapon out? I can't really do that either because I would have to disable my iron sights.
Edited by rerout343 on Sep 15, 2011 at 09:32 PM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 15, 2011 10:26 PM    Msg. 213 of 299       
I meant for firing the grenade but yeah, I checked myself, not possible with flaglike properties.
So basically it seems like engine limitations are making this difficult. Even with starting profiles, I not sure you efficiently give the player a weapon that can't be un-readied without messing up ammo.
I guess the best you can do is play around with starting profiles, player_add_equipment's true/false value... etc.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Sep 16, 2011 07:50 AM    Msg. 214 of 299       
I might be able to do a workaround "IF" I can figure out how to make that recorded animation.


Retribution1357
Joined: Jul 11, 2011

ZOMBIES!! RUN!!


Posted: Sep 21, 2011 08:22 PM    Msg. 215 of 299       
in your opinion whats the completion percentage?


Sergeant 1337
Joined: May 1, 2010

Do you even lift?


Posted: Sep 21, 2011 08:23 PM    Msg. 216 of 299       
I don't really think it's a matter of opinion, but more of a fact.


Retribution1357
Joined: Jul 11, 2011

ZOMBIES!! RUN!!


Posted: Sep 21, 2011 09:15 PM    Msg. 217 of 299       
okay a fact.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Sep 22, 2011 05:50 AM    Msg. 218 of 299       
I'm not really sure. It's kind of hard to put a percentage on it because no two things that need done will require the same amount of time\effort.


Retribution1357
Joined: Jul 11, 2011

ZOMBIES!! RUN!!


Posted: Sep 22, 2011 10:06 AM    Msg. 219 of 299       
mm well its been idk 2 months i think its gonna be good if its taking that long... i cant wait rerout, keep up the good work


Dennis

Joined: Jan 27, 2005

"We are made of starstuff.” ― Carl Sagan


Posted: Sep 22, 2011 08:29 PM    Msg. 220 of 299       
Quote: --- Original message by: Retribution1357
in your opinion whats the completion percentage?
For all user made maps in process the completion percentage is Zero until it is released.


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 22, 2011 09:33 PM    Msg. 221 of 299       
Quote: --- Original message by: Dennis
Quote: --- Original message by: Retribution1357
in your opinion whats the completion percentage?
For all user made maps in process the completion percentage is Zero until it is released.
I thought tool tool about 7 seconds to compile... ha, ha


cyboryxmen
Joined: Nov 7, 2010

--CG artist-- New mission. Refuse this Mission!


Posted: Sep 23, 2011 04:13 AM    Msg. 222 of 299       
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Dennis
Quote: --- Original message by: Retribution1357
in your opinion whats the completion percentage?
For all user made maps in process the completion percentage is Zero until it is released.
I thought tool tool about 7 seconds to compile... ha, ha


I don't get it.
-Zekilk


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Sep 25, 2011 11:04 AM    Msg. 223 of 299       
Quote: --- Original message by: goldkilla88
Quote: --- Original message by: SlappyThePirate
Quote: --- Original message by: Dennis
Quote: --- Original message by: Retribution1357
in your opinion whats the completion percentage?
For all user made maps in process the completion percentage is Zero until it is released.
I thought tool took about 7 seconds to compile... ha, ha


Ftfy?
Not sure if thats what you ment but it makes sense.
Oh... yeah. That's what I meant.
wow...


jordanjgj
Joined: Aug 22, 2011


Posted: Oct 12, 2011 10:16 AM    Msg. 224 of 299       
your Progress was 11/20 now what is it???


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: Oct 12, 2011 03:24 PM    Msg. 225 of 299       
8/20

His zombie creations turned on him and are slowly eating his brain.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Oct 12, 2011 05:24 PM    Msg. 226 of 299       
First of all, the whole 11 out of 20 thing, just refers to how many weapons I have compared to how many I want to have. As far as the rest of the map goes, I have no idea what my percentage complete is. Besides if there were any new updates, I would have posted them here.


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: Oct 12, 2011 05:32 PM    Msg. 227 of 299       
But your zombie creations DID turn on you and try to eat your brains.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Oct 13, 2011 02:49 AM    Msg. 228 of 299       
No, I was just ignoring the bad joke.


Petera275
Joined: Dec 7, 2010

Some things just don't work...


Posted: Oct 13, 2011 11:38 AM    Msg. 229 of 299       
Lol fair enough. My jokes are often VERY hit or miss.


Echo77
Joined: Jul 20, 2010

Humble thyself and hold thy tongue.


Posted: Oct 13, 2011 04:46 PM    Msg. 230 of 299       
Quick, somebody tell him the one about the chicken.


Noble1xCarter
Joined: Oct 10, 2011


Posted: Oct 13, 2011 10:46 PM    Msg. 231 of 299       
And it will have AI? Sounds awesome!


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 17, 2011 03:31 PM    Msg. 232 of 299       
Hey ReRout, gotten anything new to show us? its been quite some time


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Nov 17, 2011 05:34 PM    Msg. 233 of 299       
Unfortunately no. I kind of burnt myself out on modding for a while, so I took a break for a bit. However, even though I've started working on it again, there are a few issues I still haven't gotten sorted out.


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Nov 20, 2011 01:19 AM    Msg. 234 of 299       
Sorry to hear that, but hey, You gotta remember that if you need help, theres a whole bunch of people here that are willing to help


general_207
Joined: Dec 28, 2011

an eye for an eye makes the whole world blind


Posted: Dec 30, 2011 07:49 PM    Msg. 235 of 299       
hope you can finish this i loved your map


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Dec 30, 2011 08:04 PM    Msg. 236 of 299       
Don't worry, I will finish. But when I will finish is the problem. I'm working on three projects at once right now so what free time I do have get's used up very quickly.


general_207
Joined: Dec 28, 2011

an eye for an eye makes the whole world blind


Posted: Dec 31, 2011 03:00 AM    Msg. 237 of 299       
well its good to see you wont give up i would really love to see this map in the future of halo hey maybe if they release a new halo on PC you can try modding on that but they will probably never release halo on PC due to cracked games hey at least make the map playable not everything has to be perfect good luck on your future plans


darksoldier
Joined: Dec 28, 2010

Helo my friend, it's time to fight ;)


Posted: Dec 31, 2011 06:52 AM    Msg. 238 of 299       
OMG why people always raging ?! for make a map like this, it's spend a long time, and with the tags, it's difficult, all due in time boys.... Anyways, looks great, and very good, maybe make more détails on bsp ? GOOGGOGO rerout win :D


TM_updates
Joined: Aug 31, 2011

Superior to you, Superior Musclez near Brussels


Posted: Dec 31, 2011 07:04 AM    Msg. 239 of 299       
You tell 'em monsieur!


general_207
Joined: Dec 28, 2011

an eye for an eye makes the whole world blind


Posted: Jan 1, 2012 02:22 AM    Msg. 240 of 299       
i just wanted to know are the sounds you use for the ray gun and the thunder gun place holders
will you be putting the actual sounds


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 1, 2012 07:36 AM    Msg. 241 of 299       
No I will not. Just because I'm still following one main rule: Absolutely NO ripped content. Everything needs to be custom or stock.

Hopefully at some point I'll be able to make my own sounds later, but for now these will have to do.


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jan 1, 2012 01:06 PM    Msg. 242 of 299       
Does recorded count as rips?


Muscl3r
Joined: May 22, 2010

dont pray 4 easy lives...pray to be STRONGER MEN


Posted: Jan 1, 2012 05:28 PM    Msg. 243 of 299       
I'm sure asking nicely would not count as ripping..


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 1, 2012 06:24 PM    Msg. 244 of 299       
Quote: --- Original message by: Spartan314
Does recorded count as rips?


Yes

Quote: --- Original message by: Muscl3r
I'm sure asking nicely would not count as ripping..


Maybe not, but so far everything in this mod is either made by me or stock, and I'm trying to keep it that way.





Although I may make an exception for some sounds, like the announcer(Samantha)


Ubergoober
Joined: Oct 11, 2010


Posted: Jan 2, 2012 03:57 AM    Msg. 245 of 299       
im lookin forward to seeing this too

 
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