The UNSC, a HALO mod! v4.0
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: The UNSC, a HALO mod! (WIP) v3
Hm, it appears they only spawn without a shield if I order them from a ODST drop pod, and 2 things, the shotgun does not fire when moving forwards (well, it does, but no bullets) and the rocket launcher sets off the shield when firing it.
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Tue Aug 28, 2012 1:10 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: The UNSC, a HALO mod! (WIP) v3
Nice mod, especially for a first one. Having mentioned that you're running a slow machine explains the oddly quick rates of fire. Odd bug about those shields, works sometimes, doesn't others. Weapons are seriously deadly though, you might want to tone down both the accuracy and sharpness of the AR, and depending on which variant of the handgun you're going for you might want to either tone down the power and accuracy slightly but increase rof, or try getting it to fire two projectiles doing half damage, keeping the power and increasing effectiveness against armour but notably lowering the terrain rape. Depends if you're going for the Reach/H3 M6G or the Hce M6D. Nice sprites. They fit in nicely. Spartans look good too, heads are a little big but I suppose it gives them a nice presence in the field.
EDIT: Are you planning on adding older variants of the ARs? Like the MA5B from Hce, with super low damage and accuracy but a large mag?
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Tue Aug 28, 2012 1:11 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3
@alphagamer774, I don't think i'll be including varients of different guns, like for example, the slightly bigger surpressed version of the SMG used in ODST. Thanks for the feedback on those things btw, i've been waiting for those The magnum I was going for was the one in Reach, which is supposed to be accurate, but then I came to the predicament of firerate, b/c if it fired too quickly but still retained that accuracy, it would be wrong. I'll try your idea for increasing particles and decreasing power. @unwoundpath, I noticed the shotgun problem, and kindof asked for help, but I guess nobody saw that. Well anyways, the problem with the shotgun not firing when moving forward and aimed at a 90 degree angle is a mystery (91/89 work totally fine, interestingly). . I'll look into the rocket launcher problem.
Last edited by AndyChanglee on Wed Aug 29, 2012 1:48 pm, edited 1 time in total.
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Tue Aug 28, 2012 1:37 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: The UNSC, a HALO mod! (WIP) v3
The problem with emulating the weapons in reach is that the lore and gameplay of reach is inherently balanced to accommodate the bloom effect of sustained fire. I know there was a mod for CC that gave a similar effect that I know you can adapt to these weapons, which would be perfect here. It gives them the initial accuracy that they should have, but also compensates for things like spamming a magnum or dmr, as opposed to just using rof to balance them. I'll see if I can find it.
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Tue Aug 28, 2012 2:29 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3
hey, I remember having that suggested once, too bad nobody could find it. That would be fantastic to include, since, as you said, Halo weapon balance is very dependent on bloom.
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Tue Aug 28, 2012 2:32 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: The UNSC, a HALO mod! (WIP) v3
Got it. This dude's a genius, he's done so many amazing mods that he doesn't even mention this one in his sig. http://forums.datarealms.com/viewtopic.php?f=61&t=20263EDIT Also I only mention the older weapons because they'd be easier to impliment, relying on random recoil patterns like cc.
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Tue Aug 28, 2012 2:37 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3
Yup this one is b23 though, lua will still work, right? EDIT: OH man, that is ALOT of lua. No idea which one to look at.
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Tue Aug 28, 2012 2:42 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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Re: The UNSC, a HALO mod! (WIP) v3
I don't think any of the functions he touches have changed, but I haven't tested it myself. It might be good for you to have to troubleshoot it anyways, it would be worthwhile to know exactly what it does.
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Tue Aug 28, 2012 2:45 am |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The UNSC, a HALO mod! (WIP) v3
This mod is completely outdated, back then we didn't even have lua on attachables(that includes held weapons), so I had to rely on hacky buggy alternative methods to emulate this. But I made new generation multi ammo weapons with recoil, laser pointers and attachables, they are part of my experimental weaponry pack: viewtopic.php?f=61&t=25172I even made a simple template in mod making to implement multiple ammo types on a weapon(this tutorial is a bit old and doesn't use the pie menu though): viewtopic.php?f=73&t=25248&hilit=template
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Tue Aug 28, 2012 2:16 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3
I just took a good look at your mod, and I have to say that this is extremely impressive!!
Is it ok for me to borrow some things, like the battle detector (for spartan radar) and some crate cannon code (to make a Target Locator from reach)? And also the recoil for weapons (not sure where it is though)! I'll provide credit wherever its needed
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Tue Aug 28, 2012 11:36 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The UNSC, a HALO mod! (WIP) v3
You may take whatever you want(exept the sprites which aren't mine) as long as you credit me. The recoil is located in the rifle.lua script, along with several other things, it is the part that rotates the gun.
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Wed Aug 29, 2012 9:16 am |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3
Thanks a bunch! What causes lag in your mod, btw. I tried out you One Man army, but firing the gun was painfully slow on my computer .
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Wed Aug 29, 2012 1:47 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: The UNSC, a HALO mod! (WIP) v3
All my mods rely heavily on lua, which is a rather slow language, so lag is to be expected, still I recently made a little mod that reduces lag a lot, here it is: viewtopic.php?f=61&t=31621
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Wed Aug 29, 2012 1:57 pm |
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Chaos
Joined: Tue Jun 26, 2012 7:50 pm Posts: 41 Location: The land of Failures
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Re: The UNSC, a HALO mod! (WIP) v3
This mod is a bucket full of fun. The units look cool, the weapons are fun to use and the regen units are really handy for storming enemy bunkers. Im not exactly a fan of the drop pod because it has the habit of destroying my units and sometimes it doesnt unload them itself, but oh well. xP Also, ive made a mod spotlight video in which shows off the factions guns and stuff in motion. Hopefully i havnt missed out any features. x3 Will be looking forward to future oncoming updates. x)
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Sat Sep 08, 2012 7:13 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: The UNSC, a HALO mod! (WIP) v3
Wow, thanks for your appreciation and time! I'm working on including a Pelican, it'll be a slower but safer way to deploy your troops. The Drop Pod does unintentionally emphasize the dangers of dropping from orbit in Halo XD.
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Sat Sep 08, 2012 9:00 pm |
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