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Thread: Pardon Our Dust.

  1. #1371
    "Think Different" Masterz1337's Avatar
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    Re: Pardon Our Dust.

    This BSP is epic in C40, and it pushes the halo engine farther than we have before.

    And the airfight...... Halo 3's Covenant has nothing on this.

  2. #1372
    -barely sane- nooBBooze's Avatar
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    Re: Pardon Our Dust.

    Quote Originally Posted by ICEE View Post
    it would be interesting if you only have so long to get across those bridges before they fizzle out and you have to activate a backup generator or something
    This.

  3. #1373
    Senior Member teh lag's Avatar
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    Re: Pardon Our Dust.

    We're looking at a number of ways to approach gameplay here - once we've got the entire thing more or less finished we'll let you know what we've got going and we'll ask for more suggestions. The main goal of this bsp is to allow heavy vehicle-on-vehicle combat, both with tanks and with aircraft. You still haven't seen the entire layout yet (which will be shown once we've got a good way of handling all the stuff that's going on in the area), so keep in mind that what we've shown is only about 1/2 of the playable space.

    I'm not so hot about the bridges fizzling out for one reason : What happens if you get a checkpoint and either you or your allies are on the bridge right before it goes out? I wouldn't want to risk putting a wrench in gameplay like that which would force you to restart the level or go on without support (which will be much-needed).
    Last edited by teh lag; February 1st, 2009 at 02:54 PM.

  4. #1374
    I LOVE mint tea! Bad Waffle's Avatar
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    Re: Pardon Our Dust.

    The bsps look authentic. Good work to everybody who modelled, matID'd, and textured those things. If the weapons aren't ridiculously balanced, i'm definitely gonna play through the campaign now.

  5. #1375
    "Think Different" Masterz1337's Avatar
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    Re: Pardon Our Dust.

    Yeah, in retrospect, this isn't the easiest BSP to work with, but if we can pull off what we want, it's going to be amazing. The problem is you can pretty much see the rest of hte bsp from any one point, makign it difficult to spawn AI where the player can't see.

  6. #1376

    Re: Pardon Our Dust.

    Quote Originally Posted by Masterz1337 View Post
    Yeah, in retrospect, this isn't the easiest BSP to work with, but if we can pull off what we want, it's going to be amazing. The problem is you can pretty much see the rest of hte bsp from any one point, makign it difficult to spawn AI where the player can't see.
    You can always resort to dropships coming in and dropping ai instead of having them just "appear". Unless this whole section is isolated from the other outdoor parts.

  7. #1377
    "Think Different" Masterz1337's Avatar
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    Re: Pardon Our Dust.

    We do have AI dropships, the problem with them is that they only care about he biped inside, and not the dropship as a whole, so they tend to hit a lot of things. There's several things we're having problems with which we can't figure out how to fix. A second thread is probably in order for that.

  8. #1378
    Senior Member Geo's Avatar
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    Re: Pardon Our Dust.

    I'm not much for solving problems like that, but is it possible to maybe make a biped the size of the dropship thats inside so that it wont hit things?

  9. #1379

    Re: Pardon Our Dust.

    Quote Originally Posted by Masterz1337 View Post
    We do have AI dropships, the problem with them is that they only care about he biped inside, and not the dropship as a whole, so they tend to hit a lot of things. There's several things we're having problems with which we can't figure out how to fix. A second thread is probably in order for that.
    Instead of using AI for some of the dropships, you could try mixing and matching the recorded animations bungie made. On my experience there's usually been a few that suit what i'm trying to accomplish.

  10. #1380
    Untruely Bannable~ Inferno's Avatar
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    Re: Pardon Our Dust.

    That's what I do and it seems to work fine.

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