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SpaceNavy

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Everything posted by SpaceNavy

  1. No, sorry. Their helmets will remain depolarized.
  2. Make an edit for it the makes the stock skinny and more skeleton like as well as a more detailed magazine well and we'll get it in
  3. You mean this? http://i.imgur.com/OBnkJc8.png The visor bug has been fixed and the depolarized Recon helmet is now fixed as well.
  4. Lol I don't care. Hopefully never.
  5. Dude they are missiles, not an MG.
  6. That is a nice scope view! With a transparent peripheral view that would be perfect. Scope. Do you seriously plan on using it like you would an MG Hog by not aiming properly?
  7. Never. Sorry. That HUD concept looks cool though. Maybe we can get it added in as a option like the colors.
  8. Reach is the earliest period in the games that we have visual references for all these vehicles (because you should know that Reach takes place before H:CE). Where do you expect us to find designs for vehicles that no one has seen (pre-Reach almost anything)? DMR and MA37 are being made still. Just gonna have to get over it.
  9. Just all in good fun man. ONI acting as forward scouts sounds fine and lore acceptable.
  10. Lol ain't that true. That glitch exists with FFV, not us. Not really sure how to do it, I think just try to stand up when seated. Well New Mombasa is rather easy compared to other cities like New Alexandria. It's only about 4x4km and we'll represented via the games and in real life (it is a real place after all). Plus the new Mombasa map would ONLY be the city. No huge outside country side or anything. It could be similarly compared to the Minihatten map but hopefully without the crippling low frame rate.
  11. No one said we have to do a map in the center of a dense futuristic city
  12. Yes it does. Please add TEI to its dependencies.
  13. Mmmm..... nice job Scorch. Also this dude... http://puu.sh/gFEhA/993dc937c4.png
  14. You mean how I already said I want it and almost how it is now? We aren't going to force the LLV on people, if they want to use Nvgs instead, fine. Like I said before I don't know how to remove the outer edges. It has to do with the NVG optics p3d.
  15. Yes, most likely. But like I said, Marines getting NVGs from the implant was made up by mwah. It only makes sense though considering the HUD effects. The low light vision has bugs though and nothing can beat the already hard coded night vision included by BI. I know that I prefer using it to the low light. For one you can't see IR lasers without n The little green screen was probably how it was explained in the first Halo game, however other sources indicate that the HUD comes directly from the implants into the eyes.
  16. No don't get him anything because he is wrong. Don't believe everything you read. All UNSC personnel get a neural interface, not only SPARTANs. Anyone with a little bit of Halo lore knowledge should know that. Whether or not it affects eyesight (other than the HUD) is not mentioned and the NVG effect was made up by me. But I want to remove the black circular borders of the NVGs I'm just not sure how.
  17. That was actually the one and only justification I needed to wanting to get that assets made. It could easily make for some interesting missions. As for the whole pilot helmet debate.. a retexture of the vanilla Heli helmet and the H3 pilot helmet (the one that looks like an ODST helmet) would be my vote. We've recycled enough of our stuff in my opinion and the Reach pilot helmet is ugly and SPARTAN gear. I don't know how I feel about the H1 lifepod pilot helmet. Looks a little dull.
  18. Blastcore is client side dude You were asking for it
  19. We will have an action scroll wheel option with the table that you can change the map yourself. Or you can just place the correct table from the editor. Highly disagree. Insurrectionists will get their own uniforms eventually.
  20. It has to be in a config.cpp file which is inside a folder called TEST_UNITS (if you are using AlphaWolf's config code) and you have to pack it into a pbo. And yes, the pbo will only have the config file. Side = determines OPFOR (0), BLUFOR (1), or INDEPEDENT (2). Faction = determines what the name of the faction inside of BLUFOR for example will be, like NATO, FIA, etc. vehicleClass = determines if it will be Men, Cars, Air, Armored, etc. displayName = determines what the name of the unit will be in the editor list. You can change the exact wording for any of these except side. Side must be one of those 3 values (more if you are looking at wildlife and civilians).
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