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Wilco

First imported model from pc halo

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Anyone know how this is going?

What weapons Master_Chief are you going to put in with these units. Personally I think that the Sniper Rifle (forgot real name) would be good. I like the idea NZXSHADOWS had of a crashed pod. That would be good for S&R missions. Fast insertion by Pelican, dropped off in a Warthog and go grab your men...

Pure Bliss biggrin_o.gif

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Okay. I hope he makes the MA5B just with Full Auto.

The MA5B has burst and Full auto. It is mentioned in TFOR.(Though in HALO, it only has Full)

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It has burst? It's like the Steyr Aug, the switch only has Safe and Full Auto, but does it say "bursts" or "controlled bursts?"

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Say hello to my little friend:

grunt1.jpg

And his little friends:

grunt2.jpg

And their friends:

grunt3.jpg

mmm...sniperbunnies...

grunt4.jpg

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They are probobaly static, but nice job biggrin_o.gif

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No, they run around, they just don't have custom anims yet. Its funny to see a grunt driving a warthog smile_o.gif

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AWSOME!!!

hope you kno how to animate so we can play with these guys smile_o.gif

good luck with the rest

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Do you plan on importing the Red and Black armored ones also? And if so, will you give the black armored ones stronger armor levels?

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Do you plan on importing the Red and Black armored ones also? And if so, will you give the black armored ones stronger armor levels?

yes yes and yes. BTW I got the Master Chief ingame today, he works well with the stock anims, but I still have some more tweaks to do before I post a pic. The main problem right now is that his chest armor is huge compared to an ofp soldier, so its either too far back on his body or its interfering with his hands/weapon. I managed to mod my xbox and get the files, so I'm having fun exporting and importing the models smile_o.gif I got to play around with the covenant Engineer, a strange pink dude that never made it into the game as a character, but they left its model and texture in the levels.

engineer.jpg

From what I have read, their role in the Covenant is to reverse engineer and study Forerunner technology. They have crazy pink blood and the only sound they make is a scream (when you shoot them of coarse smile_o.gif ) LOL probably the reason that it didn't make it in-game is because it looks exactly like an ant-eater with giant male genitalia on its back smile_o.gif And no I don't think I will use it in my mod.

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Cool, can you show us a pic of the engineer? always wanted to kno what they looked like biggrin_o.gif

oh nvmd pic didnt show up first time

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cool dude! are there more thingys who didnt make it into the game? biggrin_o.gif

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cool dude! are there more thingys who didnt make it into the game?  biggrin_o.gif

The Flamethrower was in the Xbox version, but was never used also.

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A flamethrower would have been cool to toast those annoying things with shields (forgot the name) tounge_o.gif

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Can't you just make a script that changes their texture via the dammage but also repairs it - and if it's destroyed, waits for a lil bit then creates a new one?

Seems simple enough?

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hmm, since I was bored..

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_shield = _this

_Repaired = true

#Wait

?(Getdammage _shield >0 && getdammage _shield <=0.2) && alive _shield : goto "Dam1"

?(Getdammage _shield >0.2 && getdammage _shield <=0.4) && alive _shield : goto "Dam2"

?(Getdammage _shield >0.4 && getdammage _shield <=0.6) && alive _shield : goto "Dam3"

?(Getdammage _shield >0.6 && getdammage _shield <=0.8) && alive _shield : goto "Dam4"

?(Getdammage _shield >0.8 && getdammage _shield <1) && alive _shield : goto "Dam5"

?!alive _shield : goto "Dead"

~0.2

goto "wait"

#dam1

?_repaired : _wait = 0.2

hint "<=0.2"

goto "SetDInit"

#dam2

?_repaired :_wait = 0.3

hint "<=0.4"

goto "SetDInit"

#dam3

?_repaired :_wait = 0.4

hint "<=0.6"

goto "SetDInit"

#dam4

?_repaired :_wait = 0.5

hint "<=0.8"

goto "SetDInit"

#dam5

?_repaired :_wait = 0.6

hint "<1"

goto "SetDInit"

#SetDInit

_Repaired = false

_originaldam = getdammage _shield

_c = 0

#setD

~_wait

_c = _c + 1

?!Alive _shield : goto "dead"

_shield setdammage (getdammage _shield) - 0.1

?Getdammage _shield <=0 : _Repaired = true; goto "wait"

?getdammage _shield > _OriginalDam && alive _shield : goto "wait"

?_c == 2: _c = 0; goto "wait"

goto "setD"

#dead

~15

_shield setdammage 0

_Repaired = true

goto "wait"

Exec via

Shield exec "shield.sqs"

Modify as you wish.

Oh and change the hints to setobjecttexture of course, I used hints for testing.

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More resistant?

It's armor depends on the config, the addon itself.

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no shit! i thought he was showing it to us so he could keep it for himself! tounge_o.gif

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