Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
The UNSC, a HALO mod! v4.0
Welcome to the UNSC! Update 4.0 TO DO LIST:
ToDo list is updated at least weekly, usually! Continuously Adjust Weapon balance until satisfactory
Figure out whats wrong with the Shotgun while moving and aiming straight -Uhhhhhhhhhhh -Trying something..., nope... -Halp pls
Flamethrower -Balance..., still balancing..., almost there... -Yapa! Will be listening to feedback. -Credit BadBoy for lotsa stuff -Fixed up the visuals, rebalanced -Developing Burning script...
Add Recoil script -in progress...,going well... -AR, Magnum, SMG, DMR, BR recoil implimented -Yapa! Will also be listening to feedback. -Credit DudeAbides for errythang -Adjusted -Will continue to upgrade this stuff
Add Halo 4 style Marines -Soon... ?
Add Halo 4 Spartan IVs -Soon...
Brain Units -Uhhhhuh -Might start this... Yeah I should definitely do this, let's see...
Battlefield support -Target Locator... -MAC beacon... -Missile Pod...
Begin adding Vehicles -Warthog -More stuff later
The Human-Covenant conflict has died down, after the defeat of the Prophets, the annihilation of the Flood, and the revolting of the Sangheili.
Not everything is fine and dandy though, rebel activity has flared up since the lowered density of Covenant. The UNSC has diverted the majority of its attention to putting down the rebellions to end humanity's recent hardship, and to initiate a new era... of peace.
Trade Star has been given permission to deploy and utilize UNSC resources to help keep rebels under control.
The below pictures of the sprites might look a little bit weird cause I enlarged them with mspaint
Special thanks to Chaos for these awesome weapons and banner pics!
WEAPONS LIST:
The M6G- Magnum, accurate, reliable and for those trigger happy folks. It is a short barreled, medium to close ranged weapon manufactured by the Misriah Armory. It's one handed, so if you're looking to dual wield, buy one in the weapons menu, and another in the shields menu. (Recoil bloom)
The M7/Caseless Submachine Gun. As the name implies, the M7 fires caseless rounds, a radically different kind of ammunition that uses combustible adhesive to seal the components together. The adhesive and the propellant are both vaporized in the firing process, so there is no need to eject spent casings. This allows a significantly faster fire rate... and dual wielding . Again, if your looking to do that, buy one, and then another in the shields section. Or mix it up a little. (Recoil bloom is applied to this gun.)
The MA5D Assault Rifle is a powerful and reliable weapon, and it is ferocious up close. If enemies are further away, controlled bursts are useful (yes, recoil bloom is applied to this gun too). The mag is small though, so reload frequently.
The M395 Designated Marksman Rifle was created to fulfill the role of most effective medium-long range rifle in the UNSC arsenal. The DMR requires a certain amount of proficiency to utilize effectively, and the magazine is small, so make the shots count. (Recoil bloom)
The BR55 Battle Rifle is most notable for its powerful three round burst. It does reasonable damage to enemies, being able to kill most within a few bursts and can easily land headshots on unshielded targets, resulting in a one-hit kill. (Recoil bloom)
The M45D Tactical Shotgun is a special-purpose weapon used in any situation where the range of engagement is close and limited. The range is very limited, but its powerful enough to rip off limbs or destroy an opponent's weapon.
The Squad Automatic Weapon was designed so that a single individual could theoretically surpress an entire fireteam, allowing his teammates to flank and pick off the heavily occupied enemies. Its reload is fairly long though, support is advised.
The SRS 99-S5 14.5x114mm ammunition are "high velocity, armor piercing. They'll take the hat off an Elite at two thousand yards. And they ain't cheap." (Recoil bloom)
The M319 Grenade Launcher, favored for its compact and easily transportable firepower. Skilled users make full use of the bounceable projectile's capabilities, including its manual detonation feature, which can be used by holding the trigger, and letting go when you want it to detonate! Happy bouncing!
A single shot weapon that fires propelled adhesive grenades that the operator can detonate remotely. Firing another while one is already present will detonate the old grenade and fire the new one simultaneously.
M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon. The heavy ordnance of the UNSC arsenal. What else is there to say?
The M247H Heavy Machine Gun is supposed to be a mounted turret, but real men detach these and use them like their supposed to be used, as a menacing flesh ripper! Due to battle field changes, reloadable versions have been issued.
The M7057/Defoliant Projector projects defoliants, which could be sharp things, acidic things, and anything else that can destroy leaves. In this case, it spews fiah! Set your opponents on fire (well not really, i'm working on that) and watch them perish! Its range is terrible, so it is best used defensively, around corners and indoors! (Overheats)
Magnets, how do they work? This Linear Accelerator fires explosive rounds at tremendous speeds. One shot can usually kill or disable an enemy unit. It holds one shot per magazine, has a small charge up, and a decent but long reload, so make each shot count.
Last, but not least, the M6 G/GNR Spartan Laser is the UNSC's ground-based, man-portable, anti-vehicle, directed energy weapon.
Thanks to DudeAbides, a recoil script has been added to the Magnum, SMG, AR, BR, DMR, and the Sniper Rifle (but that one is just for funs, no real gameplay impact). You can fire in any way you like, but pace your shots if you need to be a bit more surgical, or if enemies are a bit farther away than optimal range.
Actors of varying degrees of skill handle weapons differently.
I also have for you, Field Medics, Army Troopers and ODSTs!
Due to recent battlefield changes, all soldiers have been issued jetpacks.
I also made the ODST Drop Pod! The major changes to the Drop Pod was lua script to make them open and gib themselves after landing, which sometimes didn't happen previously. I have NOT included Coops' script for deceleration, only because I noticed there is this weird pause when it enters the atmosphere, which is masked by the fireworks from the 40K drop pod.
I tested the Pod many times, it even works in deep snow with 98% survival chance, so drop away! Chance for it to tilt to the left or right, only occasionally counterproductive if actor is released under the pod but death is unlikely. Danger simulation of drop pod risk
But wait, there's still more! 5 ~Shielded~ Spartans. Carter, Kat, Jun, Emile and Jorge are available for deployment, each with their own unique traits! If you have spare 2000oz and time, try deploying the whole team, its pretty fun on brain hunt
SPARTANS IN ACTION:
Faction loadout is compatable with Campaign now, and is updated, so have fun!
With the 3.9 update, I present...
Spartan IIs!
The protectors of humanity are now available for deployment!
With 3.99, I present a total rebalance of nearly everything so everything should work better and feel better, including major visual/balance changes to the Flamethrower, Fire rate and reload and power of everything, actor jetpacks, actor weapon skill, gibwound limit, and much more, but the bestest thing is not only the addition of 3 new weapons (Railgun, Sticky Det, and SAW) but the PELICAN.
You no longer have to rely on those slow, fragile, defenseless Mk1 DropSh*ts and instead, you can use the sturdy(ish) and speedy Pelican! Deploy in places you never could! No longer fear the lone soldier guarding the drop zone! NOTE however that like any other dropship, load matters. Unlawful occupancy of 5 or more may lead to unnecessary death. How to pilot: double tap directional keys to switch the direction you're facing and triple tap crouch to open the hatch. Don't aim with the directional keys, move your mouse and it will lock to it.
Thank Abdul for his great amount of help! and Izak12 for getting me started on the sprite!
Annnd, I hoped you missed him... Master Chief is here!
Jam packed with catchphrases (reload manually or switch weapons to hear them) and his own weapons. Noble team, as of now, also come with their own personal weapons (reliable and hard to break, gots their name on it)
And, before I go off to do the Covenant mod, there is one last man that we can never forget about.
I'll let you go try him out for yourself.
NOTES:
The previous Shielding bugs have been fixed by Bad Boy!
Sometimes particles can still get through shields. ex. The Nanorifle particle itself deals no damage and the shields can't detect it. You'll still be damaged by them nanobots. High power/speed rounds also cannot be fully stopped, ex. sniper round particles occasionally slip through. I wouldn't call these bugs really, I think their nice.
The Grenade Launcher has a non-obvious alternate fire mode which is triggered by holding the trigger, and letting go when desired! Just making it clear, its just like the Halo Reach one except no EMP.
Help me out! This update is very dependant on good numbers, so tell me how it feels and how it can be better!
Coming soon: Halo 4 Stuff update with Master chief and only Master Chief! Its never too late for his appearance (well kinda)!
I would love feedback! One thing I have to mention is that my computer is slower than most, and I realized something when I let one of my friends play test it. Some things might be off, like fire rate, reload rate, and maybe other things.
I don't know lua, and there is a lot that I can't do without it, so if there is anything you guys could help me out with, that would be great
Special thanks to my friend Monfufu, or whatever he'll go by if he ever creates an account, for providing me the inspiration to work on this mod,
to Adeathclawtroll for playtesting and giving me quick feedback and for being my friend,
to Denninja for how to make actors regenerate health,
to Numaire for a few sound improvements,
to Gotcha! for letting use and modify his stuff and being a nice guy, though really I only looked at how he did somethings,
to Coops for letting me use his script for decelerating Drop Pods,
to CaveCricket48 for making the ~Spartan Shielding!~ and a lot of the Grenade Launcher,
to DudeAbides for the recoil script, bullet properties script, and other cool stuff,
to Bad Boy for the fantastic Shielding improvements, overheating script, and other awesome stuff,
to Izak12 for helping me start the Pelican with his sprites,
to Grimmcrypt for a variety of help, including sprites, feedback, and lua,
to Abdul for his great amount of help with the pelican,
and to Chaos for his awesome pics and videos (check out his channel)!
It would be great if this was more like a community mod or something of the sort. Getting this done by myself would take ages since I haven't even started the Covenant faction (That is planned, however)
Thank you for downloading!
Last edited by AndyChanglee on Fri Jun 27, 2014 4:17 am, edited 79 times in total.
Sun Jul 22, 2012 4:39 pm
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
Re: UNSC.rte, a HALO mod! (WIP)
Great for what I assume to be your first mod, but a few gripes. First of all, turn down the sharpness of all weapons. They eat terrain like it's candy, the sniper rifle can go through half the tutorial bunker from the left side near the crab. Also, the spartan lazer charges to quick and reloads to quick too. But, other than those few things I noticed so far, good mod!
Sun Jul 22, 2012 4:52 pm
AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
Re: UNSC.rte, a HALO mod! (WIP)
Thanks! Computer is slow so I thought the timing for the Spartan laser was perfect i'll go fix stuff.
How off was it? It should be 2.5 sec charge, and about 1.5 sec reload.
EDIT: I made a quick fix, redownload if you want, but im going to be busy later so I didn't make any huge adjustments. I'll come back later and see what happens.
Sun Jul 22, 2012 4:57 pm
UnsubRedun
Joined: Sun Oct 11, 2009 4:14 am Posts: 58
Re: UNSC.rte, a HALO mod! (WIP) V2
Yeah, turn down the sharpness a bit on these guns.
Sprites look pretty good though; I dig these UNSC dudes.
Sun Jul 22, 2012 7:46 pm
MafiaPuppet
Joined: Fri Jul 13, 2012 9:54 am Posts: 15
Re: UNSC.rte, a HALO mod! (WIP) V2
Woo halo.
You could ask if you could use the Unitec SG code for spartan shields.
Sun Jul 22, 2012 11:43 pm
unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
Re: UNSC.rte, a HALO mod! (WIP) V2
MafiaPuppet wrote:
Woo halo.
You could ask if you could use the Unitec SG code for spartan shields.
Thanks, both of you! I'll try to get it working tomorrow, im pretty beat for today.
Mon Jul 23, 2012 1:34 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: UNSC.rte, a HALO mod! (WIP) V2
I liked the mod so far, but some things need balance, like the sniper rifle, it rapes too much terrain. Also, the actor seems to have a lot of JointStiffness or something like that, because Dafred flew over me and my arm which was holding the Spartan Laser got gibbed instantly, though in general they are very resistant.
Mon Jul 23, 2012 2:17 am
AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
Re: UNSC.rte, a HALO mod! (WIP) V2
Heh lol, yeah im working on balance right now, sniper rifles are a lot harder to make then I thought.
Anyways, about the actor, I have no idea whats wrong, i'll look into the joint stiffness and stuff, maybe I changed something when I didn't understand how everything worked yet.
The walkpaths are a bit weird too, something I forgot to address. I basically copied and pasted the Ronin walkpath, but it still looks weird. I have no idea how to fix it either, but I think there is a tutorial for that.
Aggh, so much to doo
Things randomly explode sometimes for me too, im not too sure about how to fix them.
Mon Jul 23, 2012 2:39 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: UNSC.rte, a HALO mod! (WIP) V2
Things like JointStrength and JointStiffness are key. I just usually use values that are near to vanilla and not use custom ones (like 99999999).
Also yeah, I noticed Mia's walkpath. For walkpaths I tend to copy the Coalition's Light one, since my attempts on creating one ended in extreme failure.
Mon Jul 23, 2012 2:58 am
AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
Re: UNSC.rte, a HALO mod! (WIP) V3
Wait, is that how Mia walks?? Uh, let me try copying the Coalition light soldier's walkpath.
About the JointStrength and stiffness, what would happen if I changed the joint strength to something like 280 or 150?
V3 is up with some rebalancing that I could get done before bed time. Actor problems might still exist.
Mon Jul 23, 2012 3:26 am
RHONON
Joined: Sun Mar 07, 2010 6:23 am Posts: 46
Re: UNSC.rte, a HALO mod! (WIP) V3
Oh I ever so look forward to seeing this mod come to fruition, maybe we can have hornet gunships some day! That'd be freakin' WIZARD.
Favorite faction so far, with superior baseline weaponry to take on the UniTec Zealots and actually stand half a chance before a Kanai falls on my ODST's head and smashifies him.
Wed Jul 25, 2012 10:05 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: UNSC.rte, a HALO mod! (WIP) V2
AndyChanglee wrote:
Heh lol, yeah im working on balance right now, sniper rifles are a lot harder to make then I thought.
Before I switched the 40K Marine Rifle to work like it does now, it fired an emitter that spawned ~10 dynamically adjusted mopixel projectiles with a tiny bit of speed variance. This made it very powerful without giving it insane recoil or insane terrain-trashing capabilities.
Wed Jul 25, 2012 2:15 pm
AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
Re: UNSC.rte, a HALO mod! (WIP) V3
RHONON wrote:
Oh I ever so look forward to seeing this mod come to fruition, maybe we can have hornet gunships some day! That'd be freakin' WIZARD.
Favorite faction so far, with superior baseline weaponry to take on the UniTec Zealots and actually stand half a chance before a Kanai falls on my ODST's head and smashifies him.
Thanks for your support ! I'm currently working on including a Spartan (I only need to sprite it, play test it again when it looks nicer, and then add shielding to him), you can expect another update then! Meanwhile, i've also been rebalancing weaponry.
@Arcalane- I'll look into that, sounds interesting!
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