Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 48

Thread: Headlong V2 Weapons Demo

  1. #11
    Shit. Mass's Avatar
    Join Date
    Jul 2007
    Location
    Chicago
    Posts
    1,790

    Re: Headlong V2 Weapons Demo

    everything looks nice, can't wait to play it.

  2. #12
    Senior Member Teh Ganon's Avatar
    Join Date
    Jun 2007
    Posts
    425

    Re: Headlong V2 Weapons Demo

    The grenade throwing animation was just awful at the end. looked like master chief was "throwing like a girl". Man it was aweful... i'm scarred for life lol. But it seems everybody said everything else and you have it in order.

  3. #13

    Re: Headlong V2 Weapons Demo

    The only animation that i think looks weird is the pistol melee, also the brute shot looks a bit too shiny. All the rest look very good

  4. #14
    The Cake is a Lie. Jay2645's Avatar
    Join Date
    May 2007
    Posts
    1,661

    Re: Headlong V2 Weapons Demo

    This is a script Kirby gave me to get destructable vehicles to sync online. I need to ask if we can use it in our next map...
    But, anyway:
    Code:
    (script continuous destructo-vehicles
        (if (= (unit_get_heatlh warthog1) -1) (object_teleport hog-lifestatus1 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus1) true) (object_set_vitality warthog1 -1))
        (if (= (unit_get_heatlh warthog2) -1) (object_teleport hog-lifestatus2 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus2) true) (object_set_vitality warthog2 -1))
        (if (= (unit_get_heatlh warthog3) -1) (object_teleport hog-lifestatus3 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus3) true) (object_set_vitality warthog3 -1))
        (if (= (unit_get_heatlh warthog4) -1) (object_teleport hog-lifestatus4 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus4) true) (object_set_vitality warthog4 -1))
    
        (if (= (unit_get_heatlh atv1) -1) (object_teleport hog-lifestatus5 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus5) true) (object_set_vitality atv1 -1))
        (if (= (unit_get_heatlh atv2) -1) (object_teleport hog-lifestatus6 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus6) true) (object_set_vitality atv2 -1))
    
        (if (= (unit_get_heatlh ghost1) -1) (object_teleport hog-lifestatus7 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus7) true) (object_set_vitality ghost1 -1))
        (if (= (unit_get_heatlh ghost2) -1) (object_teleport hog-lifestatus8 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus8) true) (object_set_vitality ghost2 -1))
    
        (if (= (unit_get_heatlh scorpion1) -1) (object_teleport hog-lifestatus9 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus9) true) (object_set_vitality scorpion1 -1))
        (if (= (unit_get_heatlh scorpion2) -1) (object_teleport hog-lifestatus10 dead)) (if (= (volume_test_objects lifechecker hog-lifestatus10) true) (object_set_vitality scorpion2 -1))
    )
    Yeah, that was originally set up for Archive, so the vehicle count matches. I need to set it up for the newest map.

  5. #15
    Your Average Cannonfodder Archon23's Avatar
    Join Date
    Jun 2007
    Location
    The first level of hell.
    Posts
    1,420

    Re: Headlong V2 Weapons Demo

    I would suggest changing the grenade throwing and melee for the magnum. I have a little gripe about the reload too but thats fine. Brute Shot also looks way too shiny. I'd suggest you tone it down a bit.

  6. #16

    Re: Headlong V2 Weapons Demo

    The Carbine seems to be firing slightly too fast, might just be me though. Great work overall, will check out the final version whenever it's ready

  7. #17
    chilango Con's Avatar
    Join Date
    Aug 2006
    Location
    Victoria, BC, Canada
    Posts
    8,397

    Re: Headlong V2 Weapons Demo

    frag sounds like plasma, also brute shot projectile looks a bit too fast.

  8. #18

    Re: Headlong V2 Weapons Demo

    Quote Originally Posted by kenney001 View Post
    The SMG and shotgun are still using the ripped animations so they are still on my to-do list......
    also note that some of the animations are not like their H2 counterpart, only because i made them that way, for the sake of being different.
    Ripped? Ripped from what? They look nothing like the Halo 2 animations...

  9. #19
    Taiko Drums = Win
    Join Date
    Sep 2006
    Location
    Longbranch, WA
    Posts
    2,692

    Re: Headlong V2 Weapons Demo

    Knave's H2 mod.

  10. #20
    HA10 Limited's Avatar
    Join Date
    Sep 2006
    Location
    England
    Posts
    7,800

    Re: Headlong V2 Weapons Demo

    That BR is hawt. Cant wait for that map Will the UI be fixed though?

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •