The UNSC, a HALO mod! v4.0
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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
AndyChanglee wrote: 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. No problem. x) Also, my problem with the drop pod is it doesnt let the unit get out sometimes, which leads to me being forced to use self destruct with the high chance of the unit dying. xP Tends to be annoying when i have scarce amount of gold to spend. Hopefully the Pelican will be safer in doing this.
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Sat Sep 08, 2012 9:23 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
Clicking or firing while having selected the drop pod will force open the hatch, and the door is high enough to let them out if it is stuck deep in dirt or sand.
Have you tried that? If you have, i'll look into the safety problem.
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Sat Sep 08, 2012 10:41 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
AndyChanglee wrote: Clicking or firing while having selected the drop pod will force open the hatch, and the door is high enough to let them out if it is stuck deep in dirt or sand.
Have you tried that? If you have, i'll look into the safety problem. Yes I have. Sometimes it works, sometimes it doesn't. xP Not entirely sure why though. x3
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Sun Sep 09, 2012 2:27 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
When it doesn't work, is the drop pod lodged deep into dirt or something? Thats the usual problem with Drop Crates.
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Sun Sep 09, 2012 2:36 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
AndyChanglee wrote: When it doesn't work, is the drop pod lodged deep into dirt or something? Thats the usual problem with Drop Crates. Yes the drop pods are usually lodged deep in to the dirt. Is it possible to reduce the drop pods weight? If so that would be helpful. x)
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Sun Sep 09, 2012 3:51 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: The UNSC, a HALO mod! (WIP) v3
Another option would be implementing a braking system and other scripts to bleed off speed before landing, whilst still allowing them to arrive quickly and not be so light as to be easily knocked off-course by AA fire. The S.A.W. drop pod in particular has a decent system that I borrowed for the 40K drop pods with Coops' permission.
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Sun Sep 09, 2012 4:38 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
Arcalane wrote: Another option would be implementing a braking system and other scripts to bleed off speed before landing, whilst still allowing them to arrive quickly and not be so light as to be easily knocked off-course by AA fire. The S.A.W. drop pod in particular has a decent system that I borrowed for the 40K drop pods with Coops' permission. Sounds great cause my drop pod is already uber light for what its supposed to be . EDIT: I was going to ask permission to use the code but "Coops9753" isn't his username or something. Also, the updates may take a little/a lot longer than before cause of school :/
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Mon Sep 10, 2012 1:42 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: The UNSC, a HALO mod! (WIP) v3
His username is Coops, he changed it a while ago.
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Mon Sep 10, 2012 2:29 am |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: The UNSC, a HALO mod! (WIP) v3
AndyChanglee wrote: Sounds great cause my drop pod is already uber light for what its supposed to be . Aside from the script, expect to do a lot of tweaking of the weight/sharpness/initial velocity. 40K drop pods have a mass of 3000, 0 sharpness, and an initial velocity of 250. Yeah, finetuning. Have fun with that.
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Tue Sep 11, 2012 3:02 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
Sweet jesus thats more than the combined gibbing of a Dropship!!
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Tue Sep 11, 2012 2:11 pm |
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Artanis186
Joined: Sat Jun 20, 2009 8:49 am Posts: 25
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Re: The UNSC, a HALO mod! (WIP) v3
I'm kind of hoping for the mod not to have specific Spartans. Maybe face-less ones, ones not clearly modeled after known Spartans. A few different plainly-colored armor types at best. But I'm not comfortable being able to call in famous figures. Otherwise, it's looking pretty good so far.
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Wed Sep 12, 2012 7:28 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
Ok, that's been suggested more than once so i'll move that up my list. First i'll finish Jorge so the whole team is there, then i'll add generic Spartan IIs and IIIs to the buying list.
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Thu Sep 13, 2012 12:24 am |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: The UNSC, a HALO mod! (WIP) v3
AndyChanglee wrote: Ok, that's been suggested more than once so i'll move that up my list. First i'll finish Jorge so the whole team is there, then i'll add generic Spartan IIs and IIIs to the buying list. Maybe you could add in super units for the covenant and the unsc factions? Like the UNSC would have master chief and maybe the spartan 1s (orion troopers) and they could be extremely pricey, while the covenant could have the arbiters?
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Thu Sep 13, 2012 1:29 am |
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OmegaX17
Joined: Mon Dec 26, 2011 9:52 pm Posts: 78
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Re: The UNSC, a HALO mod! (WIP) v3
ryanbob1 wrote: Maybe you could add in super units for the covenant and the unsc factions? Like the UNSC would have master chief and maybe the spartan 1s (orion troopers) and they could be extremely pricey, while the covenant could have the arbiters? The Spartan 1s weren't nearly as good as the Spartan IIs and he's working on it, actors are a pain to code (let alone sprite) They take even longer if you have to make new walkpaths and offsets for them, such is the case with Jorge and all the covenant units.
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Thu Sep 13, 2012 9:38 pm |
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ryanbob1
Joined: Fri Dec 30, 2011 2:03 am Posts: 295
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Re: The UNSC, a HALO mod! (WIP) v3
OmegaX17 wrote: ryanbob1 wrote: Maybe you could add in super units for the covenant and the unsc factions? Like the UNSC would have master chief and maybe the spartan 1s (orion troopers) and they could be extremely pricey, while the covenant could have the arbiters? The Spartan 1s weren't nearly as good as the Spartan IIs and he's working on it, actors are a pain to code (let alone sprite) They take even longer if you have to make new walkpaths and offsets for them, such is the case with Jorge and all the covenant units. The spartan ones were way better, they cost so much more then they spartan 2s and they were nearly invisible the all time, since they were used in secret missions. I'm sure their enhancements were also better.
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Thu Sep 13, 2012 10:28 pm |
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