Warthog/football/assault game
- bumlove
- Posts: 305
- Joined: Tue May 29, 2007 1:17 pm
- Location: Islamic fundamentlist capital of europe, seriously my home town is a hole
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Warthog/football/assault game
I have a idea for a warthog/football/assault game (when I say football I mean the ball game you play with your feet not that bloody american variation of rugby) inspired by the game of football played by english and german soldiers on Christmas day 1914 in no-mans land during the Great war
but I'm struggling to make the ball into the bomb with proper collision, I was told to take the soccer balls hlmt, and copy it over the bombs but that just makes the bomb look like a ball but not roll like a ball (half of the ball is buried underground)
here's my original post I made elsewhere with the premise of the idea
Has anyone seen a mod with the giant soccer ball (its a bloody football, you kick it, you use your feet, Foot+ball=soccer?)
anyway where was I?
This was my idea (could have been someone else's too)
Co-ag, assault game, neutral bomb, make the soccer (grrrr) ball the bomb, move the bomb arming circles to behind red and blue bases and increase the size have 14 warthogs spawn from the netgame reflexive around the map, as far as I see that bit will work
Next bit, suggestion, goal keepers stand on top of their base with turrets that shoot frag grenades with a slow RoF
Next bit, wild theory, (unknown territory for me) I've seen warthogs shoot projectiles from the front, could they spawn fusion coils behind them instead?
Game rules, use sav3r to make it a 1 second arming time (yes it will have to be touched down, just shush), first to 3 points or 15 minutes
In game rules, none, 1 to a warthog 2 to a warthog whatever, bomb carrier can not board vehicles
Please let me know if you've already seen this and what you think of it as an idea
If someone could help me with this ball/bomb problem I'll give you first dibs on my liver/kidneys when I die
but I'm struggling to make the ball into the bomb with proper collision, I was told to take the soccer balls hlmt, and copy it over the bombs but that just makes the bomb look like a ball but not roll like a ball (half of the ball is buried underground)
here's my original post I made elsewhere with the premise of the idea
Has anyone seen a mod with the giant soccer ball (its a bloody football, you kick it, you use your feet, Foot+ball=soccer?)
anyway where was I?
This was my idea (could have been someone else's too)
Co-ag, assault game, neutral bomb, make the soccer (grrrr) ball the bomb, move the bomb arming circles to behind red and blue bases and increase the size have 14 warthogs spawn from the netgame reflexive around the map, as far as I see that bit will work
Next bit, suggestion, goal keepers stand on top of their base with turrets that shoot frag grenades with a slow RoF
Next bit, wild theory, (unknown territory for me) I've seen warthogs shoot projectiles from the front, could they spawn fusion coils behind them instead?
Game rules, use sav3r to make it a 1 second arming time (yes it will have to be touched down, just shush), first to 3 points or 15 minutes
In game rules, none, 1 to a warthog 2 to a warthog whatever, bomb carrier can not board vehicles
Please let me know if you've already seen this and what you think of it as an idea
If someone could help me with this ball/bomb problem I'll give you first dibs on my liver/kidneys when I die
never underestimate the predictability of stupidity
- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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It sounds a lot like the Soccer Mounds mod, although I don't recall if you could score in that mod.
As for the bomb/ball embedding itself in the ground, that's a puzzler. I've tried to fix it in various ways but have never succeeded. Try playing with Xzodia's phmo scaling program and see if you can fix the collision that way. For example, give the assault bomb the [mode] of the soccer ball, and then use Xzodia's program to magnify the assault bomb's phmo by a factor of 12 or whatever matches the size of the ball.
Shooting anything behind the warthog should be easy. Just change the X spawn offset to a negative value in the [weap] tag for the warthog horn. On the other hand, if you plan for the warthog turrets to be manned, you should just have the turrets shoot the cores.
It could be fun if you have some AI opponents. Unless you know a lot of people, it will be hard to rally enough human players for a good game.
As for the bomb/ball embedding itself in the ground, that's a puzzler. I've tried to fix it in various ways but have never succeeded. Try playing with Xzodia's phmo scaling program and see if you can fix the collision that way. For example, give the assault bomb the [mode] of the soccer ball, and then use Xzodia's program to magnify the assault bomb's phmo by a factor of 12 or whatever matches the size of the ball.
Shooting anything behind the warthog should be easy. Just change the X spawn offset to a negative value in the [weap] tag for the warthog horn. On the other hand, if you plan for the warthog turrets to be manned, you should just have the turrets shoot the cores.
It could be fun if you have some AI opponents. Unless you know a lot of people, it will be hard to rally enough human players for a good game.
wouldn't work for various reasons weapons don't have the required reflexive also, in order for the bomb to roll you'll need to uncheck the bit that makes it always stand up, only probelm is i dont think its been named and i can't remember where it is other than its in the weap tagCaptainPoopface wrote:As for the bomb/ball embedding itself in the ground, that's a puzzler. I've tried to fix it in various ways but have never succeeded. Try playing with Xzodia's phmo scaling program and see if you can fix the collision that way. For example, give the assault bomb the [mode] of the soccer ball, and then use Xzodia's program to magnify the assault bomb's phmo by a factor of 12 or whatever matches the size of the ball.
close but no cigar >_>, you'll need to:CaptainPoopface wrote:Shooting anything behind the warthog should be easy. Just change the X spawn offset to a negative value in the [weap] tag for the warthog horn. On the other hand, if you plan for the warthog turrets to be manned, you should just have the turrets shoot the cores.
1. change the stringid labeled "gun placement" to primary_trigger
2. move the primary trigger marker behind the hog
ai's not really feasibleCaptainPoopface wrote:It could be fun if you have some AI opponents. Unless you know a lot of people, it will be hard to rally enough human players for a good game.

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- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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Well, I'll defer to Xzodia's wisdom in general, but I recall that it's very easy to make the horn trigger shoot projectiles from the front of the hog. You should therefore be able to use my "shoot behind you" tutorial to fire behind you easily. In a nutshell, you fire two projectiles per shot, set the projectile distribution function to Fan, and set the distribution angle to 2*pi (~6.28 ).xzodia wrote:close but no cigar >_>, you'll need to:CaptainPoopface wrote:Shooting anything behind the warthog should be easy. Just change the X spawn offset to a negative value in the [weap] tag for the warthog horn. On the other hand, if you plan for the warthog turrets to be manned, you should just have the turrets shoot the cores.
1. change the stringid labeled "gun placement" to primary_trigger
2. move the primary trigger marker behind the hog
I suppose it's possible this wouldn't work either, but I don't understand why it wouldn't....
Ah, but you see the default spawn point is in the center of the hog, and since he wants to spawn a fusion coil, changing the direction would have no effect.CaptainPoopface wrote:Well, I'll defer to Xzodia's wisdom in general, but I recall that it's very easy to make the horn trigger shoot projectiles from the front of the hog. You should therefore be able to use my "shoot behind you" tutorial to fire behind you easily. In a nutshell, you fire two projectiles per shot, set the projectile distribution function to Fan, and set the distribution angle to 2*pi (~6.28 ).xzodia wrote:close but no cigar >_>, you'll need to:CaptainPoopface wrote:Shooting anything behind the warthog should be easy. Just change the X spawn offset to a negative value in the [weap] tag for the warthog horn. On the other hand, if you plan for the warthog turrets to be manned, you should just have the turrets shoot the cores.
1. change the stringid labeled "gun placement" to primary_trigger
2. move the primary trigger marker behind the hog
I suppose it's possible this wouldn't work either, but I don't understand why it wouldn't....

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Old Plugins you have, upgrade you must...
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- CaptainPoopface
- Posts: 408
- Joined: Mon Jul 23, 2007 7:56 am
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before that happens i'd have to stop modding for 2 years or so, to let you catch up with me 


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Old Plugins you have, upgrade you must...
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- -Legendary-
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since when do you have to hold x to arm a bomb?-Legendary- wrote:Could you spawn lots of AI in the goals and make them have no collision, and null their body's out, and having them be holding X to arm it? ;/
that might work but i dont think ai can arm a bomb

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Old Plugins you have, upgrade you must...
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- -Legendary-
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When...-Legendary- wrote:Sense when do bombs get picked up automatically?
try not to answer your own questions-Legendary- wrote:they have no guns


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.