Safarri
-
- Posts: 101
- Joined: Sun May 28, 2006 9:40 pm
Safarri
Allright, i'm working on a mod of coagulation to make it look like africa, i want there to be animals in it and everything, but one problem i'm having is....... getting my animals to move. I know kind of what i need to do, that is bring a character from single player to multi player and somehow inject it into the map WITH it's aggressiveness and movemoent that you find in SP, is there any way of doing it, so far the map looks pretty good, i got the Vehics modeled, got the terrein skinned, all i need is for the bloody animals to move!!!!!!!!
- WaywornMmmmm
- Posts: 1341
- Joined: Sat Nov 05, 2005 5:17 am
- Location: U.S.A
![]() |
- xXxCocoFangxXx
- Posts: 3756
- Joined: Thu Sep 08, 2005 9:57 am
- Contact:
There is a way to assign bipeds to have a jmad. It's been done to where a hunter spawned walking forward. Unfortunately, even if you did get it to work (like got the bones all set up properly and all that) you'd only be able to assign one animation--like walking forward or something. Since there are no four legged bipeds (quadrapeds) in Halo 2, I don't know what you would edit to make an animal.
- WaywornMmmmm
- Posts: 1341
- Joined: Sat Nov 05, 2005 5:17 am
- Location: U.S.A
![]() |
- xXxCocoFangxXx
- Posts: 3756
- Joined: Thu Sep 08, 2005 9:57 am
- Contact:
-
- Posts: 185
- Joined: Mon Dec 05, 2005 9:08 pm
-
- Posts: 101
- Joined: Sun May 28, 2006 9:40 pm
-
- Posts: 185
- Joined: Mon Dec 05, 2005 9:08 pm
-
- Posts: 101
- Joined: Sun May 28, 2006 9:40 pm
- WaywornMmmmm
- Posts: 1341
- Joined: Sat Nov 05, 2005 5:17 am
- Location: U.S.A
![]() |
Those aren't creatures.ModzMaster wrote:lol i reckon ya'll forgot the most obvious one, buggereds ring a bell
Neither is that.DeviousDave wrote:The scarab wouldn't happen to be in the same boat would it; or is that something totally different?
That aint one either.DeviousDave wrote:Wait... what about when the brutes charge at you. They get down on four 'legs'. That would be perfect for an animal.
-
- Posts: 185
- Joined: Mon Dec 05, 2005 9:08 pm
The brute idea is pretty good.
Scarab wouldn't be practical. It's huge and doesn't look very creaturey.
I think what he meant by creatures is the ambient life you sometimes see. The only one I can think of off the top of my head is the quadwings. Can't remember what level they were on, but if you looked up they were flying by. Those would be all kinds of simple to put in.
Buggers would be pretty good, too, I think.
Keep in mind that you won't be able to script them at all, just give them a single animation. That'll have the brutes charging in one direction until they hit a wall. Then they'll keep charging that wall. The buggers and quadwings could fly off into the distance, so no problem there.
Scarab wouldn't be practical. It's huge and doesn't look very creaturey.
I think what he meant by creatures is the ambient life you sometimes see. The only one I can think of off the top of my head is the quadwings. Can't remember what level they were on, but if you looked up they were flying by. Those would be all kinds of simple to put in.
Buggers would be pretty good, too, I think.
Keep in mind that you won't be able to script them at all, just give them a single animation. That'll have the brutes charging in one direction until they hit a wall. Then they'll keep charging that wall. The buggers and quadwings could fly off into the distance, so no problem there.
-
- Posts: 115
- Joined: Thu Apr 06, 2006 12:32 pm
- Location: Canadia.
-
- Posts: 101
- Joined: Sun May 28, 2006 9:40 pm
Um great, but how do i put them into the map with the animation, will i have to shoot them out or can i put them in the map from the beginging, there a tut out there for bringing SP to MP characters WITH them doing stuff (walking)
if not, i reckon i may change the whole mod thing to a single player map and not have the problems with the Whole animation deali, think a level that may look pretty good wood be the last one, (The Great Journey)
if not, i reckon i may change the whole mod thing to a single player map and not have the problems with the Whole animation deali, think a level that may look pretty good wood be the last one, (The Great Journey)
-
- Posts: 130
- Joined: Tue Apr 04, 2006 4:54 pm
thats clever, so they would run around the edge of the mapsrchrisknight wrote:not true, coags walls have a slobe that gradualy becomes bigger and bigger. so if u change the animation called (landing soft) to turn right or left, then it will turn and walk the other directionThen they'll keep charging that wall

Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.