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 The UNSC, a HALO mod! v4.0 
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
AndyChanglee wrote:
@Omega Alternatively, I could just include the target locator from Reach. Then I would have something to model it on, it won't cause nuclear disaster, and it wont uber rape bunkers (it'll rape them though)! Too bad I have no idea how to make it. I had an idea where with some lua magic, make it spawn multiple crafts on the LZ that are actually artillery shells. But idk how to do that.

Btw, I could take on an army in Firefight with infinite ammo, a Plasma pistol, and a Magnum :D Maybe not hunters with back up though...


...
Kraken Bolts used to use multiple particles? :-?


True, target locator would be nice. The Kraken bolts used to be way too overpowered, now theyre just moderately overpowered. And when I say army, I mean...
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Teh banshees never have headlights when I use them D:
(Yes with that many banshees too, all at once.)


Thu Aug 23, 2012 12:17 am
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
AndyChanglee wrote:
Kraken Bolts used to use multiple particles? :-?


Yes. Before the new scripts I got from Mehman, Kraken bolts used to fire several particles at once in a sort of 'blob'. They had no explosion effect, but ridiculous sharpness, so they tore things apart like nobody's business.

Now they silently fracture into a bunch of invisible particles that aren't nearly as fast, heavy, or sharp... so they're weaker than they used to be, relatively speaking. ;)


Thu Aug 23, 2012 1:41 am
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
Guess who's been busy~~~ not me, lol. CaveCricket has made something awesome!

And guess whats coming soon because of that~~~



Needs some visual adjustments, but its getting there!!


Sat Aug 25, 2012 3:51 am
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
And here is a peak at an 80% finished Jun!

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He can stand, but i'll let you see that for yourself when I update the mediafire links in a day or two.


Sun Aug 26, 2012 3:21 am
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
Concerning the shield you might want to use an effect similar to this one, but covering the whole body and of the right color:
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Sun Aug 26, 2012 2:10 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
The shielding on the spartans is going to be an invisible circle with a radius large enough to surround the head, feet, and weapon (most) and will flash yellow (im working on that) sparks when hit.

Where did you get that btw?


Sun Aug 26, 2012 3:05 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
That's the new shield effect for the soldier of my experimental weaponry, this version isn't released yet.


Sun Aug 26, 2012 6:29 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
Is it always visible, or does it flash like that when it gets hit?


Sun Aug 26, 2012 6:39 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
It only flashes when hit, the effect is centered on the point of impact, its shape depending on the actor's position (it automatically detects the limit between the air and the soldier), and the intensity depends on the strength of the impact.


Sun Aug 26, 2012 6:43 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
Looks pretty neat either way. :) Although a shield that hugs the actor too closely might have issues with detecting and stopping very fast projectiles, no?

I might have to finally sort out some shield/armour systems for the Space Marines at this rate!

It's also good to see this is steadily progressing, as opposed to the earlier attempts. Once you get around to doing Hunters, a modified version of the beam script used by the 40K Meltaguns might work pretty well for a Plasma Beam cannon. Making a good-looking Fuel Rod projectile might be tricky.


Sun Aug 26, 2012 8:04 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
Arcalane wrote:
Looks pretty neat either way. :) Although a shield that hugs the actor too closely might have issues with detecting and stopping very fast projectiles, no?

It detects the projectiles as a standard shield does, so no problems, then it predicts the trajectory to determine if and where it will hit, and creates the effect accordingly.


Sun Aug 26, 2012 9:25 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
@Mehman I would suggest just loosening up the skin tight shielding on yours just a wee bit, just my opinion on visuals (it would be closer to spartan shielding that way too, lol). Looks pretty nice though!

@Arcalane I intend to see this through all the way! Its not fair if 40K has a place in CC but Halo doesn't.

About spriting Projectiles, how exactly does it work? I got lucky with my Spartan Laser, looking back, I actually have no idea how to recreate it from scratch. I could just sprite myself plasma projectiles, nothing too hard, even multiple frames, but im still not sure about attaching it to projectiles or something.

Once I get to the Covenant faction (that'll be coming sooner than I thought actually) first thing im going to make is an Energy Sword, and an Elite (the blue minors), and then its a free-for-all for what I might make. Thanks for the tip on Hunters, i'll look into that.


Sun Aug 26, 2012 9:49 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
AndyChanglee wrote:
@Arcalane I intend to see this through all the way! Its not fair if 40K has a place in CC but Halo doesn't.


I could poke fun at the Halo fanbase, but that would probably be uncalled-for. :twisted:

As for sprited projectiles, you want to use either an AEmitter or MOSRotating for the projectile, like a normal grenade or rocket launcher. With a really low GibImpulseLimit, the projectile will explode on impact. Easy as pie.

I think the real problem with the Fuel Rod would be the particle effects required to make it look good. I guess you could ask Coops for advice or help with those, he does some awesome particle effects.


Sun Aug 26, 2012 10:36 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
Arcalane wrote:
I could poke fun at the Halo fanbase, but that would probably be uncalled-for. :twisted:

Only if its funny and not evil :smile:

Arcalane wrote:
As for sprited projectiles, you want to use either an AEmitter or MOSRotating for the projectile, like a normal grenade or rocket launcher. With a really low GibImpulseLimit, the projectile will explode on impact. Easy as pie.

I think the real problem with the Fuel Rod would be the particle effects required to make it look good. I guess you could ask Coops for advice or help with those, he does some awesome particle effects.


Oh right, i'll just look at rockets (they propel themselves right?) and stuff. I think I can probably make some good particle effects, just need a bunch of different looking gib pieces and a cool explosion.


Sun Aug 26, 2012 11:14 pm
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Post Re: The UNSC, a HALO mod! (WIP) v2.5
You'll probably want to start by adding an AEmitter to the fuel rod projectile that spews short-lived yellow-green sparks everywhere, they way it is ingame. IIRC, that is.


Sun Aug 26, 2012 11:43 pm
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