[Mod]Gravity Gun

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Du blev





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Post by Du blev »

It doesent work for me :( :( :( Is there something special I should do?
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Post by VolatileDeath »

This is amazing! Tell me how I can get put this on a new map PLEEEAASE. Is there a way to um...take it out of the rar (sounding stupid now, but I dont know much about modding)..and put it in another map?
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Post by Snaku »

xXxCocoFangxXx wrote:Aren't we supposed to share our findings with the modding community? That's what we are all about to learn and share and not be selfish.
Personally, I share your philosophy, but when ppl want to keep their secrets I respect their wishes. I find, though, that the more helpful you are and the more you contribute, the more likely it is that others will share their secrets with you.
And, like he said: it's already been spelled out in the thread how he did it. I couldn't get to the jpt, 'cuz of the screwed up tag names, but I think I already know enough to make one myself. I've been suggesting this very idea for some time to one of my teammates to solve a... problem he's been having.
By the way, ExileLord, if you want me to edit those values out of my post, just say so. In fact, I'll go ahead and edit them out now, so you don't even have to say so.
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Post by ExileLord »

I don't care honestly. Anyone can find them by opening the map up.
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Post by xbox7887 »

Alright people, all you need to do is open the map up in ADI. It opens maps correctly unlike dothalo or ch2r. If you would like to see the meta correctly USE ADI!
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Post by VoiDeD »

Awesome mod Exile. :D

Also noticed the music, seems like.. Caldari 004 from EVE-Online. Really fits the theme of the video :p
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Post by Snaku »

I've been thinking, and I'll probably experiment a bit later, but thought I'd post my musings.
This thing could really benefit from a little... deviation angle. Also, it's possible to add multiple triggers to a weap and have the mapped to the same button, right (that's how the banshee and ghost guns, work, right?) So, I would guess it would significantly improve the stability of this thing if you essentially made a tripod of proj's instead of just the one. Something like x 1000 z -25 y -25, x 1000 z -25 y 25, x 1000 z 25 y 0. Perhaps the wouldn't need to be that far from each other. Also, it might be better to keep the one where it is and just add two, less powerful "support beams." This would be especially helpful for being able to actually hold an object in place (right now when I try it still goes flying).
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Post by The Flying Dutchmen »

i think it'd be near impossible to make something actually fly in midair without moving...

anyway i did some research, and i used glitchyguardian to add 2nd trigger and 2nd projectile chunk.. if anyone would like a tut i can write a little step by step.., i have made a handheld huntercannon with this technique, and its pretty awesome weap, including its sounds and effects ^^
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I don't think the dds files work in the ppf o matic
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Post by Monkey Terd »

The Flying Dutchmen wrote:i think it'd be near impossible to make something actually fly in midair without moving...

anyway i did some research, and i used glitchyguardian to add 2nd trigger and 2nd projectile chunk.. if anyone would like a tut i can write a little step by step.., i have made a handheld huntercannon with this technique, and its pretty awesome weap, including its sounds and effects ^^
I thought Xbox7887 had already added a 2nd trigger and projectile :shock:
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Post by Juniorman030790 »

I would love a tutorial on a 2nd projectile.
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Post by Monkey Terd »

Juniorman030790 wrote:I would love a tutorial on a 2nd projectile.
I'll write one up once Entity supports Inter-Reflexives. (or mabye if i get bored I'll write one using GG's Chunk Adder)
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Post by gordita37 »

thats so awesome!!!
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Post by xbox7887 »

Monkey Terd wrote:
Juniorman030790 wrote:I would love a tutorial on a 2nd projectile.
I'll write one up once Entity supports Inter-Reflexives. (or mabye if i get bored I'll write one using GG's Chunk Adder)
All you need is a hex editor...
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Post by Tural »

Correct me if I'm wrong, but isn't it just this, modified for a seperate projectile, rather than the way they set up the laser?
Making lasersight for BattleRifle

You will need
Reflexive Chunk adder
this weap plugin (xml) http://files.halomods.com/viewtopic.php?t=41521
you may have to use ch2r 1.5.4

1) open chunk adder and add a new trigger to carbine (because it has 2 projectiles)

2)open your favorite modding program for xml plugins (ch2r, adi, dot halo....)

3)go to [weap] carbine, under flag select dissable grenades, under firing type 1 select L as button to use and both projectile to use to "first", make fiering type to fully automatic

4) under projectile (0):
bullet per shot 1
min/max rate 30
shots per burst 1
muzzle climb 0
under projectil (1):
bullet per shot 1
min/max rate 15
shots per burst 3
muzzle climb 3

5)under clip make it look like how the battle rifle clip is

6)in dependency change the first [proj] carbine_slug to [proj] beam_rifle_beam and the second [proj] carbine_slug to [proj] battle_rifle

7)then change the hmlt to battlerifle

8)goto [proj] beam_rifle_beam and null out all dependency`s exept the contrails, make them to nedler contrail

9)then open the map in h2x and gow to [weap] carbine open meta editor and gow to projectile, change trigger delay in projectile 0 to 0 and in projectile 1 change it to 0.26

made by havorsen. tanks to Infection4389 for corecting my writing mistakes
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Post by Juniorman030790 »

I think that would work...
I'll test tomorrow if i'm not so tierd.
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Post by Hikaru »

Nice ExileLord. Can it lift up a Wraith? =o
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Post by Snaku »

I tried to pick up a scorpion and it wouldn't. Probably need to raise the proj's force or raise the tanks' forces. (force in a vehi tag defines how much the vehicle is affected by outside forces).
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Post by Zigen »

Tural wrote:Correct me if I'm wrong, but isn't it just this, modified for a seperate projectile, rather than the way they set up the laser?
Making lasersight for BattleRifle

You will need
Reflexive Chunk adder
this weap plugin (xml) http://files.halomods.com/viewtopic.php?t=41521
you may have to use ch2r 1.5.4

1) open chunk adder and add a new trigger to carbine (because it has 2 projectiles)

2)open your favorite modding program for xml plugins (ch2r, adi, dot halo....)

3)go to [weap] carbine, under flag select dissable grenades, under firing type 1 select L as button to use and both projectile to use to "first", make fiering type to fully automatic

4) under projectile (0):
bullet per shot 1
min/max rate 30
shots per burst 1
muzzle climb 0
under projectil (1):
bullet per shot 1
min/max rate 15
shots per burst 3
muzzle climb 3

5)under clip make it look like how the battle rifle clip is

6)in dependency change the first [proj] carbine_slug to [proj] beam_rifle_beam and the second [proj] carbine_slug to [proj] battle_rifle

7)then change the hmlt to battlerifle

8)goto [proj] beam_rifle_beam and null out all dependency`s exept the contrails, make them to nedler contrail

9)then open the map in h2x and gow to [weap] carbine open meta editor and gow to projectile, change trigger delay in projectile 0 to 0 and in projectile 1 change it to 0.26

made by havorsen. tanks to Infection4389 for corecting my writing mistakes
hmm, oh yeah forgot about this. This is basically a new projectile tut. but he masked it as a laser sight instead.
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Post by Monkey Terd »

xbox7887 wrote: All you need is a hex editor...
Me=lazy.
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Post by Skayter »

Guys I just Finished adding a 2nd projectile Tutorial With pics it noob-proof i will be releasing Shortly With a bunch of other goodies! :D
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