H2 NASA Laser "jetpack"
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- Posts: 85
- Joined: Mon Jul 10, 2006 1:05 am
H2 NASA Laser "jetpack"
Ok so i tried to take on this tutorial about turning the Sentinel Beam into a flame thrower (origonal tut. by GeTI0wDoGg369)...but i got this instead...haha
Programs used: Dothalo
1. Open your map in Dothalo (best used with outdoor maps)
2. Go the the weap tag
3. Click on "objects\characters\sentinel_aggressor\weapons\beam\sentinel_aggressor_beam"
4. Go to the dependencies
5. Change everything in order the way i have it here:
hlmt - objects\weapons\support_low\sentinel_gun\sentinel_gun
foot - effects\materials\objects\weapons\sentinel_beam
effe - effects\objects\weapons\support_low\sentinel_gun\sentinel_gun_overheat
jpt! - objects\weapons\damage_effects\smash_melee
jpt! - objects\weapons\damage_effects\smash_melee_response
nhdt - ui\hud\sentinel_beam
lsnd - sound\visual_effects\liquid_fire\liquid_fire
lsnd - sound\characters\sentinel\sentinel_beam_overheat\sentinel_beam_overheat
tdtl - effects\objects\weapons\support_low\sentinel_gun\sentinel_beam
bitm - effects\bitmaps\fires\fire
mode - objects\weapons\support_low\sentinel_gun\fp_sentinel_gun\fp_sentinel_gun
jmad - objects\characters\masterchief\fp\weapons\support_low\fp_sentinel_beam\fp_sentinel_beam
mode - objects\weapons\support_low\sentinel_gun\fp_sentinel_gun\fp_sentinel_gun
jmad - objects\characters\dervish\fp\weapons\support_low\fp_sentinel_beam\fp_sentinel_beam
proj - objects\vehicles\c_turret_ap\weapon\plasma_turret_bolt (NOTE: it is not nessesary to make the proj a plasma_turret_bolt, but it looks pretty cool)
effe - effects\impact\explosion_large\rocket_launcher\rocket_detonation
jpt! - objects\weapons\support_low\brute_shot\damage_effects\grenade_impact
6. Save changes
7. Click on "jpt! - objects\weapons\support_low\brute_shot\damage_effects\grenade_impact", and click on "Goto Tag"
8. Change every value to 0, besides Force. Change Force to 0.5
9. Save changes
10. Go back to the "weap" tag, and click on "objects\characters\sentinel_aggressor\weapons\beam\sentinel_aggressor_beam"
11. Click on "effe - effects\impact\explosion_large\rocket_launcher\rocket_detonation", and click "Goto Tag"
12. Change the following dependencies in order in appearance:
Null
Null
Null
Null
Null
Null
prt3 - effects\generic\fires\fire
pmov - effects\impact\explosion_large\total_obliteration\fire_burst
pmov - effects\impact\explosion_large\total_obliteration\fire_core
pmov - effects\particle_physics\fire
Null
Null
13. Save changes, re-sign, ftp
::To Operate::
- Pick up a Sentinel Beam (or make it starting weapon, weapons on map, etc.)
- aim it at the ground
- jump, and while in mid air hold right trigger
- BLAST OFF!!!
- The longer you hold, the higher you go...
- i found this helpfull in reaching odd places in maps such as Headlong or Containment, but you can use it however you see fit
Have fun!
Programs used: Dothalo
1. Open your map in Dothalo (best used with outdoor maps)
2. Go the the weap tag
3. Click on "objects\characters\sentinel_aggressor\weapons\beam\sentinel_aggressor_beam"
4. Go to the dependencies
5. Change everything in order the way i have it here:
hlmt - objects\weapons\support_low\sentinel_gun\sentinel_gun
foot - effects\materials\objects\weapons\sentinel_beam
effe - effects\objects\weapons\support_low\sentinel_gun\sentinel_gun_overheat
jpt! - objects\weapons\damage_effects\smash_melee
jpt! - objects\weapons\damage_effects\smash_melee_response
nhdt - ui\hud\sentinel_beam
lsnd - sound\visual_effects\liquid_fire\liquid_fire
lsnd - sound\characters\sentinel\sentinel_beam_overheat\sentinel_beam_overheat
tdtl - effects\objects\weapons\support_low\sentinel_gun\sentinel_beam
bitm - effects\bitmaps\fires\fire
mode - objects\weapons\support_low\sentinel_gun\fp_sentinel_gun\fp_sentinel_gun
jmad - objects\characters\masterchief\fp\weapons\support_low\fp_sentinel_beam\fp_sentinel_beam
mode - objects\weapons\support_low\sentinel_gun\fp_sentinel_gun\fp_sentinel_gun
jmad - objects\characters\dervish\fp\weapons\support_low\fp_sentinel_beam\fp_sentinel_beam
proj - objects\vehicles\c_turret_ap\weapon\plasma_turret_bolt (NOTE: it is not nessesary to make the proj a plasma_turret_bolt, but it looks pretty cool)
effe - effects\impact\explosion_large\rocket_launcher\rocket_detonation
jpt! - objects\weapons\support_low\brute_shot\damage_effects\grenade_impact
6. Save changes
7. Click on "jpt! - objects\weapons\support_low\brute_shot\damage_effects\grenade_impact", and click on "Goto Tag"
8. Change every value to 0, besides Force. Change Force to 0.5
9. Save changes
10. Go back to the "weap" tag, and click on "objects\characters\sentinel_aggressor\weapons\beam\sentinel_aggressor_beam"
11. Click on "effe - effects\impact\explosion_large\rocket_launcher\rocket_detonation", and click "Goto Tag"
12. Change the following dependencies in order in appearance:
Null
Null
Null
Null
Null
Null
prt3 - effects\generic\fires\fire
pmov - effects\impact\explosion_large\total_obliteration\fire_burst
pmov - effects\impact\explosion_large\total_obliteration\fire_core
pmov - effects\particle_physics\fire
Null
Null
13. Save changes, re-sign, ftp
::To Operate::
- Pick up a Sentinel Beam (or make it starting weapon, weapons on map, etc.)
- aim it at the ground
- jump, and while in mid air hold right trigger
- BLAST OFF!!!
- The longer you hold, the higher you go...
- i found this helpfull in reaching odd places in maps such as Headlong or Containment, but you can use it however you see fit
Have fun!
Last edited by IISKETCHII on Mon Aug 14, 2006 2:02 pm, edited 2 times in total.
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- Joined: Sun Jul 30, 2006 10:01 pm
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- Posts: 139
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Re: NASA Laser
AHHH i just thought that because it said blast off.IISKETCHII wrote:
::To Operate::
- Pick up a Sentinel Beam (or make it starting weapon, weapons on map, etc.)
- aim it at the ground
- jump, and while in mid air hold right trigger
- BLAST OFF!!!
- i found this helpfull in reaching odd places in maps such as Headlong or Containment, but you can use it however you see fit
Have fun!
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- Posts: 85
- Joined: Mon Jul 10, 2006 1:05 am
well its not a stationary object fixed to your back (ie: jetpack)...but yes, thats a VERY good way of putting it...[SK]yourpain wrote:DOOOD im gonna have to try this...Is this like a jet pack?
Last edited by IISKETCHII on Mon Aug 14, 2006 1:55 pm, edited 4 times in total.
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- Posts: 85
- Joined: Mon Jul 10, 2006 1:05 am
Smitty50 wrote:Awesome i'm gonna go give it a try right now. Also can you give a picture of it if you can?
im trying to get my screencap stuff working...when i do, i'd be more than happy to post a few piks...let me know what you think about it after you test it...i would like some input as to weather or not this would be a positive addition to the "Headstrong" map im designing
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- xXxCocoFangxXx
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dude i created that hella long ago but it was hella sick it is because the rate at which the gun is fired and its force collide with eachother to preduce a backwards momentum the same can be acheived with the needler wimly by increasing its fire out put and decreasing its proj velocity. unfortuantly that one can cause death....
shrooms show up as food poision on a drug test
actualy if you edit the shads on master cheife or elite you can have it stationary on your back also edit the trigger values
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Re: shrooms show up as food poision on a drug test
since the topic has already been bumped could u explain a little bit more about how to do that?boomer3bs wrote:actualy if you edit the shads on master cheife or elite you can have it stationary on your back also edit the trigger values
-Solve your problems with weapons of mass destruction!!!