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117 has contributed to 32 posts out of 465278 total posts
(.01%) in 5,026 days (.01 posts per day).
20 Most recent posts:
Multiplayer use. If you did it with scenery in MP it'd probably be a bitch to work with, and you can't get in it anyway. Your method would work fine for SP, but if you intend to use it in multiplayer, well, it's a lot easier to set it up as a vehicle.
Quote: --- Original message by: Sciophobiaranger Any cool odst pods?
Ranger, to my Knowledge, I am currently the only person besides Opsy with working drop pod vehicles. (His are an older iteration of mine, different model.)
Unless someone bothers to rip the old crappy H2 pods from Sanctuary_Final or etcetera, you probably won't be able to use some for anything.
(By this I mean Multiplayer Vehicles, not SP stuff.)
This thread is all kinds of retarded.
Yeah, that'd be it.
Probably the Halo CE section, I'd say. Either way, if something happens I or someone else will fix it.
I don't know USF's policy on this kind of thing, but you can ask around with MRP just fine. We don't have issues with communities, since that's what you're aiming to make, not a clan. And even then, we're fine with multiclanning up to a point as well. You can drop in and ask whatever you like, so long as it's not an attempt at trolling, of course.
Well, you'd need a lot of people. Getting people is kind of a rather hard matter to handle, since the RP community has a lot more idiots than good roleplayers. I suppose you could ask around with USF and MRP, both have a good userbase that aren't asshats. MRP has a website, I don't know what USF has however. ( http://www.mrphq.com ) After that you'd be able to get donations, but it'd be finnicky in the end, not everyone donates for whatever reason. So donations aren't a regular occurance, you'll need to find someone willing to spend the cash to keep something like this rolling.
If you know scripting, they can be made to do much more, easily. Also, AI maps set them to respawn. You can set up encounters based on scripts, so if they go into an area, the AI will engage them there and so on. You can also easily randomize the attackers.
Basically, think more along the lines of limited SP maps. You can't do all the same things since not everything syncs online, but you can put in objectives and goals easily. Edited by 117 on Jun 27, 2011 at 08:10 PM
Well, the AI kirby made syncs. So you should be able to set up AI encounters now, something like a SP mission would have. It doesn't look paticularly great, but it does sync. (Unless you like weird spinning torsos and arms like he does. lol.)
As far as expanding beyond the RP community, look to try to appeal to them with things the non-roleplayers would be interested in. Syncing AI being put into use is one example; a lot of people find imaginary enemies just silly. If you can basically make the RP have some kind of gameplay value to it as well, it might become something more as well. (Almost a persistent Halo RPG server possibly?) For example, you could have end-game levels where the roleplayers from the covenant RP server fought the roleplayers for the human RP server, to make for a more interesting scenario. Mix up some AI in that and you'd probably get a decent system going.
Well, firstly, learning mapping is nice, but maps also take time to make. You can't make maps that look decent quickly, unless you already have a tag base in place to use, as well as the necesscary knowledge to model the terrain and etcetera items. An experienced mapper can easily make a decent map in a week, but it won't be a polished, bug-free map, nor will it be something that looks especially nice. Granted, maybe you don't care about that, but after that, there's the fact that you need to learn all this and be capable of doing it quickly, if you're running a persistent storyline. Anyone who doesn't know the engine well, is going to have to learn, and that itself will take a while to perfect.
As far as why it's trickier to execute, there's the problem with lack of members that will listen to you. You'll find roughly 1/7 roleplayers at the moment are really able to listen and follow orders/not cause stupid issues because they're impatient about everything. Theoretically, if you could recruit normal non-roleplayers somehow, you'd get a boost of people who actually use their brains, but the issue there is how you'd appeal to them. Obviously, not everyone is extremely creative, although they can listen. What with kirby's syncing AI, this might work okay to try now, but you're still going to be seeing some bumps in the road if you don't expand beyond the existing RP community.
That's nice, but how are you going to do that? Can you map? It's all nice and fun to imagine something like that, but it's a lot trickier executing it. Not to mention, how are you going to pay for that many servers? Who is going to donate to run them? (Also, gameservers has effectively killed the use of Devicator on their systems, so don't try using them for hosting.)
(I run the MRP website and manage the dedicated server when we have them up.)Additionally, to my knowledge, we don't usually make stuff up on the spot. The storylines are usually planned out in advance in some way. (With the exception of the old dedicated we ran, that was sort of a public RP thing that was limitedly managed.)
I'd say it's nice to imagine these kind of things, but there really have not been a whole lot of maps released yet, which is my guess as to why the RP community is dying off - there's nothing new to use. Opsy is mostly gone, so we won't see him for a bit, and I think he's still doing SP maps or something.
Well, MRP and USF are some of the last serious clans I can think of right now, though I am unsure of how serious USF is, since I am not a member.
Furthermore, a lot of the RPers you run into are run of the mill kids who hate following orders or doing anything remotely sensible at all; a lot of them can't follow simple orders or even listen for more than five seconds before wanting to chuck a grenade at someone's head for no paticular reason. Edited by 117 on Jun 27, 2011 at 06:38 PM Edited by 117 on Jun 27, 2011 at 06:39 PM
I know how to make the point via a light effect, what I am interested in though, is some way of making an actual waypoint like how the flags in CTF or the objective areas in campaign are marked with a waypoint. I assume this would require scripting and may not even be possible in Multiplayer without using Open Sauce, but I'd still like to know what the possibilities are for this idea...
I don't think that would remain visible over a long distance, so I don't think that would suffice. Unless there's a way to make a real waypoint on it, I'd probably be better off making the projectile a very bright light that sticks to people/objects like a plasma grenade...
So like the title says... anyone know if it would be possible to make a projectile create a waypoint where it hits/where it is on a map? Prefferably workable in multiplayer if possible. I'm not paticularly sure how it would work, outside the fact that somehow the waypoint has to be attatched to the projectile itself.
Quote: --- Original message by: AGLion Sooo... when do I get this model?
Well, now, since I'm uploading it and stuff to a site. I will send you the link, plus some notes on why it's a bit different than the normal pelican, in terms of the rigging. (Nothing too complicated.)
Gimme a bit to have it uploaded and you can get your hands on it.
I've been helping him with it, but he's become unhealthily obsessed with animating a M1918 BAR. Originally I was going to help model the BSP, but it appears he can't focus on doing one thing at a time. :L
If you can animate FP models I'm sure he'd be happy to have you. And he'd probably let me do what I agreed I would do instead of constantly asking me to animate the FP model for his BAR. All for the better I suppose. (Unfortunately, I've been too busy to work on much of his stuff lately, but I'll eventually get back to doing it.)
Actually, I can unwrap models. The question is: A. Is it worth it? and B. Should I do it for a remake of something? The answer is no, it's a waste of my time and effort. I have no qualms with making stuff from scratch, but I also prefer to be efficient. Remaking something already done, is clearly inefficient.
I'm saying if he's so good at it, he should make something original from scratch rather than re-making something sitting right in front of his face. While obviously that's kinda redundant if you make a Reach Falcon, nobody has those models right now at least, so if you can get it done before they start ripping it, then sure, that makes sense. Although I really am more inclined to make stuff I can think up rather than re-making something. I just happen to have a bunch of stuff I've made or messed with making, and you tend to be able to work faster with rips than with non rips if you get my meaning. I really only care that I can get it ingame and working; a custom model is nice but not necesscary. And besides that, the only releases of his Pelican I can find have no UVW maps on them, and I see no reason to use it now that there's a perfectly good H3 model laying around. I value my time, so I see no reason to waste it on remakes.
Well, like I said, I have the model rigged, it just needs the animations to really be finished - the collision is more of a matter of beating it out. If you can get it done, just PM me and I'll send the files for it.
As for Anonymous 2009 complaining about me using a ported model, frankly I don't care. I have better things to model from scratch - like a Falcon or something that's actually new and not available. Why should I waste the effort on something that's already done? I see no reason to recreate something that's already available and easier to work with. I already know how to UVW and texture models, but I see no reason to waste my effort recreating something that is done already. If you really want to criticize me for using a ripped model, how about you go do it instead, if you're so good at it? I prefer to allocate my effort into things that actually are something new, not something someone's already done.
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