A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »A_Salting_Action (a boarding action mod)

Page 2 of 3 Go to page: · 1 · [2] · 3 · Prev · Next
Author Topic: A_Salting_Action (a boarding action mod) (98 messages, Page 2 of 3)
Moderators: Dennis

Wolf_
Joined: May 16, 2006


Posted: Jun 21, 2007 06:03 AM    Msg. 36 of 98       
isnt that the sky thats in mystic?


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 21, 2007 12:43 PM    Msg. 37 of 98       
brute plasma rifles are 100% accurate if you use a slow rate of fire. this goes for elite plasma rifles too, so if you balance how fast you shoot instead of just holding the trigger, you will shoot accuratly. also, he may well have just removed the error angle.


also, try reading the post. this is a fully grenadeless map hes making
Edited by iron clad on Jun 21, 2007 at 12:49 PM


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 02:19 PM    Msg. 38 of 98       
yes the sky was from mystic (though i riped it from mystic_mod but yes its the same sky). there are also those little firefly things flying around, if you look off the site of the ships you can actually see the fog blowing a little bit.

bitmap changes, well not sure yet. If anything i will play around with that last.

the bruteplasma rifle is just how I riped it from a map, i did not make any changes to it yet. The brute plasma rifle does fire pretty fast and acurate, but i have not changed anything yet. i don't know if it has an error angle, ill look into it.

please note i have not tested the gameplay of it yet. I don't know fully how the brute will function in the map. After i test with my bro i will know.

i won't be includeing the covie carbine anymore, it just does not flow with the feel of the map.

yes the assault rifle does recharge ammo at a rate of 5 rounds per second. It takes about 30 or 40 seconds to refill it's ammo. While it does not have the power of the duel smg's it the only weapon where you won't run out of ammo with.

the single smg has zoom, though thats the only change.

thanks for remembering iron clad that it's a 100% nadeless map.

Quote: --- Original message by: Lifepod
hey in 1 of ur pics i noticed something, and this goes along with alot of maps with brute plasma rifle especially coag, the BPR is to accurate i mean the shots weren't spreading at all. U should A. make them spread at farther ranges to stick with the close range idea, or B. make the shots disapate by the time they reach across the 2 ships. .


tell me your recomandation for the error angle of the Brute Plasma Rifle, it should be less than the normal plasma rifle.

i won't bother with them disapateing when fireing across cause all the other weapons can reach that far. but if i add a error angle like your suggesting it would be okay.
Edited by Rm860 on Jun 21, 2007 at 02:25 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 21, 2007 03:44 PM    Msg. 39 of 98       
it should be somewhat less than normal ones. just look at the normal plasma rifle's error angle, and give the brute one somewhere around 3/4 of that. it should be good. plus, if you intend for it to be effective across that long gap, you might want to consider the velocity at which they fly. though, considering that it is a brute rifle and not a normal one, it should be pretty good as is


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 04:22 PM    Msg. 40 of 98       
since he suggested it he should have had an idea of what error angle he meant. But i will play with it a little. But really it should be okay i am thinking as the brute is supposed to shoot fast. really even the normal plasma rifle is pretty acurate just it does not do a whole lot of dammage.

it might be okay.

also if your enemy is moving around and your moving the brute does have a good degree of spread. if you and your enemy are still then yea you can get a quick kill. also remember up close with duel smg's will kill you pretty quickly.

update: added another set of teleporters for each side, for up and down travel. Don't worry it's in a place that makes since. They criss cross so it will make flag captures interesting and make it so you don't always have to use the ladders.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 21, 2007 04:50 PM    Msg. 41 of 98       
any plans to make hidden bipeds to deter aimbots?


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 04:57 PM    Msg. 42 of 98       
i don't know how to do that (make hidden bipeds, do you mean AI), how does that deter aimbots? but if your concerned about it ill do it, just i would need you to tell me how.

also to those who suggested bitmap changes i would like you to suggest what bitmaps to swap out and for what. I am open to at least trying bitmap changes


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 21, 2007 05:35 PM    Msg. 43 of 98       
i dont know how to do it either, some people do, but you make invisible AI or bipeds, (not sure which) and the aimbots lock onto those instead of players. helpful i guess


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 05:44 PM    Msg. 44 of 98       
Quote: --- Original message by: iron clad
i dont know how to do it either, some people do, but you make invisible AI or bipeds, (not sure which) and the aimbots lock onto those instead of players. helpful i guess


it won't matter that much anyhow i think.

the map is close to finished, i just got to fix a few things and experiment with the bitmaps. I am only going to try that cause someone suggested it.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 05:53 PM    Msg. 45 of 98       
i could put bipeds behind the walls of the map just incase but i don't know someone with aimbot nor do i have it so there is no way to test it.

but i will do it for the heck of it, how do you place just bipeds in sapien?


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 21, 2007 07:51 PM    Msg. 46 of 98       
go to edit types. pick bipeds, then add. add whatever biped you want. now go to hierarchy view, open the units section, and open bipeds. then, like most things you just use property pallete to choose what biped you want and then just place it in the game view.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 10:16 PM    Msg. 47 of 98       
I hit a snag, as i have not played my map still tonight actually. I was just doing sapien before.

the duel smg's make a really nasty noise, so bad you can't even play with them. I am trying to find how to change the sound of a weapon, but i can't. I am going to try to fix the smg noise on my own. by tommorow if i can't ill go to the other forum and ask for help.

wish me luck peps.

besides the noise the map tests went well once my bro and i muted our compys. The brute plasma rifle is fine, in fact its a good weapon but does give the weapon an unfair advantage over the others. the duel smg's are still the best weapon. the fuel cells are quite fun, and at the start of a match you got to be careful where you step. climb a ladder without looking and boom someone will blow up a fuel cell on ya. They are fun but are not a major game element.

ok off to go try to fix the smg problem.


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Jun 21, 2007 10:23 PM    Msg. 48 of 98       
Sound is in the firing effect tag


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 10:50 PM    Msg. 49 of 98       
Quote: --- Original message by: Caboose117
Sound is in the firing effect tag


yea i finally found it, thanks.

though i just messed up the duel smg's tags i have. I got rid of the anoying reload and ready noise and got that to the sound of the assault rifle.

i got one side of the smg's working right with correct sound, but the other i can't get.

i think i got to rerip the duel smg tags and start anew, god i hope not.

i need to figure out how to get the other side to have the correct noise


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Jun 21, 2007 10:51 PM    Msg. 50 of 98       
Its the secondary fire firing effect lol


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 21, 2007 11:07 PM    Msg. 51 of 98       
Quote: --- Original message by: Caboose117
Its the secondary fire firing effect lol


i don't see the area where the secondary fire effects are at lol. It's not at the bottom, i see fireing effects but there is nothing that says secondary.

i think my tags got messed up when i was trying to edit them, is there supposed to be another area in the .weapon tag that says secondary fireing effects? cause on my end nothing is there.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 12:10 AM    Msg. 52 of 98       
im not sure because i dont currently have a working hek of any kind, (long story) but i believe the secondary firing effects should be under firing effects, and there should be a drop down style list letting you choose primary or secondary fire.


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Jun 22, 2007 09:07 AM    Msg. 53 of 98       
Secondary isnt above firing effects, its under triggers, then scroll down to firing effects



ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 01:06 PM    Msg. 54 of 98       
yeah i knew it would be something like that just didnt know where. i just fully reinstalled hek, and at the time of my post i hadnt finished installing it yet


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 02:39 PM    Msg. 55 of 98       
i got another problem with these darn duel smg tags. Now i can't get the muzzle flash to be on both sides and the second side is not shooting. I somehow messed up the tags so i have no choice but to rerip and try refixing the sounds. Right now the map is unplayable cause of the duel smg tags getting messed up.

i am not going to let people play on a map that has a jacked up tag.

Edit: it's a much larger problem than i thought. Turns out that when i fix the sounds the second side of the duel smg's won't fire. So basically i am at a loss on what do to. I even opened up the fire effect tags thinking "maybe i can swap out the sound" but i don't see anything. At this point if i can't get the tags fixed my mod might just go in the trash. I am not done however i am still going to try to find a way to fix it.
Edited by Rm860 on Jun 22, 2007 at 02:54 PM

Edit Again: the second side of the duel smg's does fire but it's really wierd. when you use your right mouse button for the second trigger the left side of the duel smg's fires and flashes. yet when you hold the right side the second smgs ammo does fire. so when you hold both triggers down i can't tell if it is fireing or not. if i can't fix this do you think it would be too anoying to play like that?
Edited by Rm860 on Jun 22, 2007 at 03:17 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 05:37 PM    Msg. 56 of 98       
...helpful blackout...

anyways you could always switch it to a single smg, and give it double the firepower?

or better yet, like i believe i mentioned before, there are many different kinds of duel smg. you could rip the one from bloodgulch h2 (it always worked for me) however, that one HAS a melee attack, and knowing that you intended it not to have one, i would suggest just hitting the flag, "disables melee attack"
Edited by iron clad on Jun 22, 2007 at 05:39 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 05:41 PM    Msg. 57 of 98       
well im glad you know what would make you happy if it were your map, but RM has his mind set on how this map will play.
Edited by iron clad on Jun 22, 2007 at 05:41 PM


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 05:46 PM    Msg. 58 of 98       
Quote: --- Original message by: iron clad
...helpful blackout...

anyways you could always switch it to a single smg, and give it double the firepower?

or better yet, like i believe i mentioned before, there are many different kinds of duel smg. you could rip the one from bloodgulch h2 (it always worked for me) however, that one HAS a melee attack, and knowing that you intended it not to have one, i would suggest just hitting the flag, "disables melee attack"
Edited by iron clad on Jun 22, 2007 at 05:39 PM


as i did say i was not done trying yet, i was going to try to find different duel smg tags anyhow. I know how to disable mele attack and nade throwing for weapons so thats no problem. i will go try the map your suggested though the name is actually " H2 Blood Gulch"

i am going to go try those tags now.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 05:49 PM    Msg. 59 of 98       
ok. those seemed to work for me.


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 05:51 PM    Msg. 60 of 98       
Quote: --- Original message by: iron clad
ok. those seemed to work for me.


actually i can't find the map bloodgulch h2, i was wrong about the name thing. cause the map i downloaded 'h2 bloodgulch" did not have duel smg tags

i am trying a map i found, hopefully these tags will work without an anoying noise.
Edited by Rm860 on Jun 22, 2007 at 05:54 PM


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 05:54 PM    Msg. 61 of 98       
oh im sorry.. maybe that wasnt the map i ripped from.. i dont remember which... sorry. but i know there are many different duel smgs. could rip from pretty much any map that says h2 in front of it lol


Caboose117
Joined: Jul 23, 2006

Seriously guys?


Posted: Jun 22, 2007 05:57 PM    Msg. 62 of 98       
H2_Coagulation by CMT, its unprotected, or at least the machinima edition isnt...


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 07:57 PM    Msg. 63 of 98       
I have tried like 4 or 5 maps now that have duel smg tags. However something is going very wrong on the transfer. Either the duels have a very wierd and anoying hissing noise or only one side fires. I have tried going into gurilla over and over again trying to fix this, but nothing is happening. i am at the end of my rope.

in the map (before i rip the tags) the smg's should great like they should but not when i put the tags in the map i am modding.

so i have no choice but to reach out to the community.

does anyone have any working good sounding duel smg tags that you can put into a modded map. I need someone who can rip or has some duel smg tags. I need someone to test this out by taking a normal halo map, modding it so you start off with the duel smgs and then test playing in game. I am hoping on someone elses compy that they can get some duel smg's to complie correct cause i can't.

somehow the tags get messed up on my computer. can anyone help?


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 08:34 PM    Msg. 64 of 98       
im sorry RM... like i said before yesterday i did a complete overhaul on my directory. my duel smg's are gone


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 08:39 PM    Msg. 65 of 98       
Basically at this point i am looking for anyone who can help me with the duel smg problem. there are several people on this forum that are trustworty (you know who you are) that would not release a map if i gave it to them. Risky yes but at this point it's a risk i need to take. My mod is dependent on the duel smg's


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 08:43 PM    Msg. 66 of 98       
i have them. check your PM's rm, i sent you a link
Edited by iron clad on Jun 22, 2007 at 08:56 PM


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 09:14 PM    Msg. 67 of 98       
Quote: --- Original message by: iron clad
i have them. check your PM's rm, i sent you a link
Edited by iron clad on Jun 22, 2007 at 08:56 PM


thank you very much, i will test them later. Hopefully the tags will work on the transfer from the map to my compy. I have tons of tags of stuff on my compy from trying to get some duel smg's working. My fault cause i ripped entire maps.

lol after my mod gets done i got to deleate and reinstall the HEK just to clear space.

i will test the tags you sent me, most likely tommorow or late, late tonight. i am watching stargate then my bro and i are going to watch ghost rider.

thanks for the PM iron clad


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 09:19 PM    Msg. 68 of 98       
np. hope they work out for ye.

PS

i dont know if you saw both my PMs yet or not, but theres a rather uncommon version of the single smg on the same map... you can play with it if you want, but it is modded just a tad by me.
Edited by iron clad on Jun 22, 2007 at 09:21 PM


Rm860
Joined: Sep 7, 2006

Dennis sleeps like this!


Posted: Jun 22, 2007 09:35 PM    Msg. 69 of 98       
i always test a map in game before i rip from it. I also do "cheat_all_weapons" just to see what weapons are in the map. So ill check it all out, thanks for being so supportive. I also hope they work for me.

i also had a thought about the bimaps on boarding action. If i found a wood texture for all the black parts of the ships that looked okay with the current uvw maps would that be cool. I have not looked into it yet, but it's just a thought. If it had a wood texture it would be like a airship (more of like a final fantasy look) someone already commented that with the sky i picked it sort of looks like that. This is just a thought, i have not looked into it yet. most likely with the current uvm maps it would just look ugly lol.


ICEE
Joined: Mar 1, 2007

Hark!


Posted: Jun 22, 2007 09:37 PM    Msg. 70 of 98       
lol. if you want anyone to test it out with ( try out gameplay) when your satisfied with it as a beta, im here

 
Page 2 of 3 Go to page: · 1 · [2] · 3 · Prev · Next

 
Previous Older Thread    Next newer Thread







Time: Thu January 19, 2023 3:21 AM 297 ms.
A Halo Maps Website