||Jul 19, 2011 02:22 PM
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Fubih has contributed to 16 posts out of 469511 total posts
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20 Most recent posts:
Has halo modding ceased to exist?
Bump because skins
I'm assuming that is due to the plasma mines, which kept crashing people's games no matter what I tried.
After a week I gave up and removed the grenades from the game, freeing up more functions for other weapons. (updated the first post to reflect these changes)
So, CE3 happened. Released a trailer and a beta which I hope you guys enjoy.
And for those who don't like change, you can expect a stock tags version of the map once it's been completed.
Mean while, here's some progress on one of the weapons being currently blocked out.
Things might change depending on if the animations are interesting enough.
(modelled after this Concept Art, check him out. he has some great stuff!)
You don't need a script for this. Open your scenario with Guerilla and scroll down till you find Starting Equipment.
Then just make an item collection that holds all of your weapons, and use that.
(global short plr 0)
(script continuous kill_volume
(if (volume_test_object TriggerVolumeName (list_get (players) plr))
(unit_kill (unit (list_get (players) plr)))
(if (= plr 15)
(set plr 0)
(set plr (+ plr 1))
Quote: --- Original message by: HyperSean
OS compatibility pls?
Thanks for pointing that out.
changed the sniper to be stronger. it now requires a longer charge up to fire off a high velocity guass projectile that explodes on contact.
also changed the oddball and the flag's pickup radius to be smaller, so now you won't magically pick them up any more.
Thanks for all the replies, it helps you to keep going.
I've been living off coffee for the past week, trying to debug the plasma mines.
So far players seem to crash at random and I don't know what's causing this.
We'll be holding a test that hopefully sheds some light on this issue later this day.
If it doesn't then there's some other things to try, and if those don't work then I'll revert the mines back to plasma grenades that attach to everything.
Followed Echo77's advice and dropped the "Project" prefix. the name did sound cheesy to me at the time. but hey, I'm bad with names so I rolled with it.
Oh, and here is a small test that won't be included in the map.
Edited by Fubih on Jul 25, 2016 at 03:43 PM
What's a lunch pad? >:U
I understand where you're coming from, and I'd be wary too when somebody else would come up saying that they have something that is known to not work in Halo CE.
Here's proof on the launch pads working online, thanks to Gangstabean from SBB for being a test subject.
Edited by Fubih on Jul 10, 2016 at 04:06 PM
So far blocking these launch pads hasn't been a problem due to the encouragement of movement. you won't last long standing still.
they also have space for multiple people, so you could always get around somebody that is standing there.
If however this becomes a problem then a script that teleports the player, or a simple device that pushes the player away will be added.
As for a video, I currently don't have time to make one. but if it's really required then expect one in a couple of days.
There is no release date as of yet, but I might do a public beta once things have processed futher.
Images are thumbnails to keep it clean. clicky them for full resolution.
As for the launch pads, they're done by changing the biped's uphill velocity in combination with ladders. they work online without lag. (tested)
Most of the tagging has been done, with the exception of some tweaks here and there.
however, I know that it's a lot to take on, which is why I'm focussing on weapons only at the moment.
It is possible to hold 3 or 4 weapons, but it causes problems with picking up the flag and oddball.
Edited by Fubih on Jul 10, 2016 at 11:15 AM
Inspired by old school area shooters, Aerial aims to blend Halo and fast paced action together.
Introducing new gameplay through launch pads, pickups and a rebalanced tagset that makes each weapon and vehicle more unique.Trailer by CE3
what first served as a quick test map for the launch pads turned into a full remodel of the Quake map, Dredwerkz.
This will be the first map, introducing new gameplay features.
Clicky images for full resolutions.
- Unannounced maps
nope. no information yet. I'll be working on Dredwerkz and the tags first.
To blend in gameplay from Unreal, Doom and Quake, small armour pickups were added to reward the player for constant movement.
The weapons were built upon halo 1 weapons, making them more unique due to blending in behaviours of the above mentioned games.
so no longer will you hold a Magnum, DMR, BR or a Carbine when you can have just one weapon that does it all.
*Disclaimer: Everything is still a Work In Progress and is in the subject of change, k?*
we all love some exploding heads, don't we? bipeds will feature exploding body parts along with a remodel of the Marines or Masterchief.
there will be new vehicles that follow these rules. but for now I'll be focussing on close quarters combat.
almost every weapon has been given a secondary function and will receive new visuals so that the player doesn't get confused as to what he's holding.
So lets start with the magnum. no longer will this weapon dominate the battlefield as it has been changed to give room for other weapons.
Still a 3sk, but has it's magnetic range is reduced so that it's more fit for closer combat. the zoom has also been removed to further support this weapon into a secondary weapon.
however for those that can aim, there is a short charge up that discharges 2 bullets. like the Battle Rifle.
- Plasma Pistol:
We already have a magnum that fits in the pistol class so this gun has been changed to the Gravity Rifle, also has been given exchangeable batteries. (magazines)
The plasma pistol's primary fire wasn't very useful so it has been turned around. it now fires slower while doing a fair amount of damage.
you can charge the gun up and release a black hole that damages players that get near. it can also implode when shot and lets say that you don't want to be there when that happens.
- Plasma rifle:
building further on it's unique features, this weapon has been given regenerating ammo, more accuracy, a much greater rate of fire, and a charge up that fires off a pulse.
because of these improvements the gun gets hot when it overheats and thus damages the player.
- Assault Rifle:
This weapon was pretty useless before, so it's behavior has been changed to be more like the ma5k. it has better accuracy, head shot damage and reflecting bullets. Also has a mini rocket launcher attachment.
- Sniper Rifle:
slightly changed the rate of fire so you can't spam the gun that much any more.
in addition to that, the sniper has been given a charge up that fires a high velocity gauss projectile which has high impact damage.
Does anyone even use a needler? completely changed to behave like tracer's guns from OverWatch.
It has been given a fast rate of fire, a magazine of 14 needles (2 super explosions), faster projectiles and a greater accuracy.
the shotgun has been given better accuracy and less impact damage as the projectiles are moving slower. in addition to that the gun now also has a grenade launcher that doesn't fire too far, fast or furious.
- Fuel Rod Cannon:
Talking about grenade launchers. The Fuel Rod Cannon has been changed to one. The BFG..I mean FRG, has been changed to fire bouncing grenades with a charge up that fires a cluster grenade. also now has a ammo magazine that holds 6 grenades.
- Rocket launcher:
Now no longer a power weapon that destroys everything with on click, instead the gun has been changed to kill with 2 clicks. (magazine has been doubled to make up for this.)
Or you can charge it up and discharge 3 rockets that travel at a slower velocity.
It is a shame that you can't change much without the game saying nope to accepting it as an objective.
changed the pickup radius to be smaller and changed the melee to an one hit kill.
And last a big thanks to these guys:
m00kz - couple of his UT tags are being used as placeholders.
SBB - motivational nudes, map testing for exploits, bugs and overall feedback.
Altis - for helping debug some tags, feedback and pushing me to finish something for once.
Aquilum - map/thread feedback and helping me out with placement of things.
Xylodrin - for coming up with the name.
SBB Subs - Map testing and feedback.
Edited by Fubih on Aug 23, 2016 at 04:59 AM
A map pack that a bunch of modders made for competitive gameplay, as far as I know.
Edited by Fubih on Jul 31, 2015 at 04:39 AM
Edited by Fubih on Jul 31, 2015 at 04:43 AM
Never have I ever lied about anything.
Unlike Altis. :)
The red channel in the multipurpose map controls how the detail map is applied. But somehow that will only work if you set the detail mask to multipurpose map alpha.
Edited by Fubih on Jul 19, 2011 at 03:13 PM