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1st/3rd person sh00ters, sometimes RTS |
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Ro0ster has contributed to 1001 posts out of 442011 total posts
(.23%) in 1,978 days (.51 posts per day).
20 Most recent posts:
I think the manual door open can be done via firing animations.
Quote: --- Original message by: Skidrow9252img=spam? Interesting.   
According to Dictionary.com Spam is defined as "disruptive messages, especially commercial messages posted on a computer network or sent as e-mail". These two images most certainly fit this definition as they are disrupting the topic.
Quote: --- Original message by: mastur cheef Well since I have AVG, the moment the download finished, it got corrupted so I couldn't use it. So it didn't affect my pc. Oh that makes me feel better. I thought I screwed up your computer. I never knew that was a virus. I'll remove the link so no one else gets infected.
I did some googleing and I found this importer. I haven't tried it, but it might work. *Link removed due to possible virus* Edited by Ro0ster on Mar 7, 2012 at 07:12 PM
Halo Editing Kit: http://hce.halomaps.org/index.cfm?fid=411 Edited by Ro0ster on Feb 27, 2012 at 08:38 AM
I am pretty sure it doesn't sync.
Quote: --- Original message by: kev3344 Medical block
Thanks Bro
Who says CO-OP needs to have AI?
Quote: --- Original message by: teh lag In my experience there isn't a way to circumvent this - even in stock H1 stuff you can notice it (try shooting the Sniper Rifle immediately after a reload-full). The only thing you can do really is to try to make your reload-full and reload-empty animations close enough in frame-count as to not be too noticeable. Alright thanks. I guess I'll just have to lengthen the space between the mag in and out on the full to compensate for putting away the old mag.
Quote: --- Original message by: Spartan314 If they're custom animations, have you tried looking at the amount of frames in the animation? Maybe you've got a space after the animation itself ends. I have checked that as well and that is not the case.
Quote: --- Original message by: Juiceb0xhero I think there is a Reload Time somewhere in the .weapon tag, just scale that down a couple seconds.
I have tried using that but it doesn't seem to anything, even if I make it a really high number it doesn't affect anything.
I have a weapon with both a reload-full and reload-empty animation. When I reload-full I have to wait a short while before I can shoot again. It seems to be about the same time as the reload-empty which has a longer reload time because the next round needs to be chambered. How can I make it so that I don't have to wait so long to fire after reloading with a partial magazine.
You might consider adding something that holds up the railing, because right now it is floating.
Quote: --- Original message by: Sergeant 1337 Working on a custom control room. Little bit like the one the one in Halo 3.
I don't know that much about forerunner architecture, but that really doesn't look forerunner to me.
Quote: --- Original message by: Jesse The projectile detonates in mid-air and brings out another one to simulate the mid-air state change. Edited by Jesse on Sep 6, 2011 at 12:28 AM How do you get the new projectile to keep the same direction and velocity?
I know there is a way to do it. In Gammas Firefight Portent, this can be seen if press escape and press the credits button.
Okay thanks and I assume the other is for when you pump the shotgun after reloading the weapon when its dry.
No, I know they are used because they are referenced in the model animations.
I am tying to animate a shotgun and I have noticed that the stock shotgun has a reload-empty, an enter, an exit-empty and an exit-full animation. What does each of these animations do?
Quote: --- Original message by: milkkookie go buy/rent/steal reach
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