Jeeps rear wheels...

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
Snaku




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Post by Snaku »

That's very similar to what I want to do, but with a few differences. I actually want the flag out in the open. The reason being that the airship would be the only way to transport it (unless i added in flying hogs, but that would change the entire balance of the map) and it's going to be hard enough landing your ship and sending a landing party to grab the flag and get back on the ship, then fly all the way back to your base (I plan on the airships being very slow). Keep in mind that your fallen comrades would be spawning back at base, while the enemy is spawning at their base, putting you at a severe disadvantage while your teammates scramble to get to their banshees and rejoin the battle. Also, I would keep rockets, but turn their lock-on way down to the point that it's useless against anything but the airship (which will be freakin' TOUGH to take down, though not indestructible) or the bombers (heavily armed but significantly slower and less maneuverable than banshees--would probably use a sentinel aggressor for this). But I'd have to agree with removing rockets in an airhog map. I guess the main difference would be that most ground fighting in my map would happen aboard the airships (very much like when MC attacks the scarab in sp). Without airships, though, I'd agree with your idea for a base. Also, I was thinking of using Containment, but putting a death barrier at the bottom (Xzodia and I discussed having lava in the bottom) and keeping the large um... wall things and the middle bridge thing (it'd be just above the lava level-the assault bomb could go there).
Anyway, I'm totally hi-jacking your thread here. Sorry about that. Every time I get to talking about my airship idea, I get excited and start babbling. I probably will try doing something with the flying hogs, and I'll see if I can suss out a way to have the stickies attached from the get-go. It'd be nice if there was a way to control the suspension to make it behave like actual landing gear. I may look into that, as well, but I doubt it could be done.
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dazzajay




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Post by dazzajay »

hijack the thread all you want man, its more of a convo thread now... lol,
i have noticed with stickies, that 1 on its own has a crap trail, 3 or 4 in the same spot have a great trail, and if the affect could be attached to where the rear springs come out, that would look preety cool.

:::EDIT:::
OH NOOOOOO my mate sent me the installer for the new maps, and now i cant change grewnade timers!!! there all going off after 2 seconds! NOOOOoooo.
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Post by Snaku »

Installer? What's that, and why does it screw up your grenade timers?
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dazzajay




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Post by dazzajay »

snaku wrote:Installer? What's that, and why does it screw up your grenade timers?
the installer is baiscly the Multiplayer Map Pack CD, exept my mate sent it across on skype transfer.

when bungie made the 1.1 version of the game they changed the nade timers, among other things. and when i installed it and the extra maps, it took my nade timers to 2 seconds, even tho the proj is still set to 999, so im totaly boned on what to do for that problem.
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dazzajay




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Post by dazzajay »

dazzajay wrote:
snaku wrote:Installer? What's that, and why does it screw up your grenade timers?
the installer is baiscly the Multiplayer Map Pack CD, exept my mate sent it across on skype transfer.

when bungie made the 1.1 version of the game they changed the nade timers, among other things. and when i installed it and the extra maps, it took my nade timers to 2 seconds, even tho the proj is still set to 999, so im totaly boned on what to do for that problem.
:::EDIT:::
im uninstalling the map pack.... i only wanted it for 1 reason, a flying hog on turf.... but theres too many invis walls there and it sucks.

:::EDIT::: grrr.... sorry for the doubble post i thaught i clicked edit.... but i must have clicked quote...
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Post by Snaku »

Ah. There are ways around it. I added the new maps to my mainmenu, so I don't have to use the 1.1 update (I was playing Combat Evolved and the update kept some of the weapons from having the right damage). The other way is a launcher ap. I saw it on xbins. Never had any need for it so I didn't install it, but I think it replaces Halo 2's default.xbe with the launcher which asks if you want to play normal or updated halo.
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Post by dazzajay »

snaku wrote:Ah. There are ways around it. I added the new maps to my mainmenu, so I don't have to use the 1.1 update (I was playing Combat Evolved and the update kept some of the weapons from having the right damage). The other way is a launcher ap. I saw it on xbins. Never had any need for it so I didn't install it, but I think it replaces Halo 2's default.xbe with the launcher which asks if you want to play normal or updated halo.
seems like too much work for maps i will never film on.

:::EDIT:::
yo snaku, how would i null some of the "Garbarge" like.... when the jeep takes damage, it goes from no bumper, to having a damaged one hanging off, and when it is destroyed, the Tyres Garbage spawn, even tho the jeep has no wheels, and it looks kinda odd, so is there a way to null all that crap? or not?
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Post by Snaku »

Sorry. I thought this thread had died so I hadn't checked back in a while. Um... don't know about that stuff. I'm actually looking into the the different versions of the scarab in Turf (how it's busted in the map, but if you spawn one it comes out not busted) and I figure it's got to be similar to the way vehicles take damage. If we could figure out where those changes are defined it could help a great deal.
As far as keeping the tires from spawning when it gets busted... I figure it'd be easy to change them to something else by swapping their dependecies with something else (they're in the bloc tag, right?) or maybe even null them out, but it would be more useful if we could figure out where the information about spawning them is stored. jpt, maybe? Also, being able to edit the damaged versions of things the same way we edit the normal one, or to spawn a damaged one from the getgo would be cool.
[edit] It's convenient that your questions all seem to fall in the area I'm researching. So Shade45 told me about the variations of the scarab, which led me to research vehicle variations. They have specifically for when they're damaged (though I'm still trying to work out exactly how it works, since a vehicle doesn't just go from a pristine model to a fully damaged one). The variations are under the hlmt. I'm not sure about the damaged bumper hanging off. I switched the hog's permutation to "troop" (under the vehc tag) as part of my experiment, and removed the bumper. When I'd damage it or destroy it, the bumper would be hanging on and nothing would make it let go. I switched it back to its default permutation and tried again (still no bumper) and now the bumper doesn't show up until it's destroyed, but it's laying on the ground-not attached.
I'm currently messing with the various permutations under the hlmt-damaged variation. Seems there's perms for each of the parts that gets damaged, and they have minor and medium perms. I tried nulling the windshields medium one (figured you'd get a cracked windshield and after that it would stubbornly refuse to break) but it still broke like normal. I'll get back to you if I figure anything else out.
Also, I still haven't figured out where the instructions for the various parts spawning is.
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