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 The UNSC, a HALO mod! v4.0 
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Joined: Mon Sep 24, 2012 8:47 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
By the grenade thing I was joking about the pin. I literally pulled it out to throw it and it immediately detonated.


Tue Sep 25, 2012 8:55 pm
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Joined: Mon Dec 26, 2011 9:52 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
Quote:
About the Covenant, does anyone know what happened to them after teh war ended?


The covenant died, all the prophets were killed, jackals and elites are pirates (no surprise with the jackals) grunts are basically slaves, brutes are pirates (some are allied to the elites and jackals) and engineers are nearly extinct, and very valuable.

That's the books, anyway. Halo 4 seems to show some form of reorganization with elites at the top again, then jackals, then grunts.

And we don't necessarily need Prometheans (unless you're feeling very ambitious)


Tue Sep 25, 2012 11:10 pm
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Joined: Sat Jun 23, 2012 2:03 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
I will make Prometheans, starting with weapons, then I'll work up from there, however, don't expect Covenant or Promethean actors anytime soon (especially prometheans and their teleportyness).

Im still in a flurfle about how to make vehicles.


Wed Sep 26, 2012 12:56 am
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Joined: Sat Jul 31, 2010 10:01 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
I'm not really sure how or why, and it may be related to the issues you've been having with shields, but when I play the metagame with my faction (unreleased) against the UNSC as AI, my guys seem to hijack the shields for themselves. The shields then function as they should, but on my guys. This is all very amusing, and quite entertaining actually, except it seems to be overriding my lua scripts, making my guys significantly less mobile and thus not great for metagame, especially on the brainbot.

I'm pretty sure it only affects my legless guys. Further testing may be required.

Screenshots below.


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Wed Sep 26, 2012 2:16 am
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Post Re: The UNSC, a HALO mod! (WIP) v3
.... uh.... good to know....

uhhhhhhh......gosh, the shields have so many bugs,
so they come out with the shields, or you kill stuff and they pick it up, or they just happen?


Wed Sep 26, 2012 3:15 am
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Post Re: The UNSC, a HALO mod! (WIP) v3
The map loads, they all seem to have shields on them (ie they start with shields). Any more ordered also have shields. Other actors (normal ones) don't have shields. Just the legless guys. Only seems to happen if the UNSC player is present in the map, or something, but even then there seems to be some kind of variability. Sometimes it all runs normally. I also haven't seen the UNSC ai using Spartans so presumably it happens without them.


Wed Sep 26, 2012 6:52 am
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Post Re: The UNSC, a HALO mod! (WIP) v3
Hey andy how come the shields are more reliable when they're bugged then when they're supposed to work >:)


Wed Sep 26, 2012 7:57 am
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Post Re: The UNSC, a HALO mod! (WIP) v3
I don't even know man.






:???: :roll:


Thu Sep 27, 2012 1:42 am
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Post Re: The UNSC, a HALO mod! (WIP) v3
When're you gonna update this to be compatible with the steam version ^.^ Soon, hopefully :)


Sat Sep 29, 2012 1:58 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
I just got V1 of CC, woo! I just tested and its unfortunate that my mod is not compatible with it, HOWEVER, there is an extremely SIMPLE way to temporarily fix this in the most recent version of my mod if you still want to use it before I release the update (soon, it will be soon).


Navigate to UNSC.rte
Open Devices
Open Weapons.ini
in Weapons.ini, Ctrl+F HeavySniper
This should lead to the problem, which is a direction to a sound file in Coalition.rte that no longer exists in V1 of CC.
Change Coalition.rte/Effects/Sounds/HeavySniper1.wav to Base.rte/Sounds/SniperRifle1.wav and you're set!

The next update will have Jorge finished and a bunch of Weapon rebalancing and a better ODST Drop Pod.


Sat Sep 29, 2012 8:49 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
Ooooh :D What about some other spartans? Maybe you can use the random selection code now employed by the ronin to make the spartans spawn in different armour/colour/helmet type/armour body type/shoulders to make a random spartan come down. Or you could just let us choose :3


Sun Sep 30, 2012 1:51 am
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Joined: Mon Apr 09, 2012 7:44 am
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Post Re: The UNSC, a HALO mod! (WIP) v3
Well, did anyone see that bad ass AA drone in 1.0? What about that missile launcher from Halo 3? How about one of those, but resprited, with a chain gun, or braced firing stance.


Sun Sep 30, 2012 3:19 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
You guys are brilliant. The missile launcher shall be added, and Generic Spartans will come next. (btw, literally just 6 more sprites and you will have the next UNSC update)

I can actually make a generic spartan where you could change his armor, it would only require a bunch of spriting. Choosing which one to use would be simply changing some stuff in the .ini code. That will take a while though, and it would be rendered "outdated" by the Halo 4 release.

First i'll make le generic Spartan II, sounds, vehicles, and hopefully that'll burn enough time for Halo 4 to come out, and you'll have yourself a crap load more guns and resprites.


I almost forgot about the missile launcher! I will include it. Making a carriable version is simple (and reloadable, :twisted:), but im not entirely sure how to make an actual Turret where people could get on it and fire it.


Sun Sep 30, 2012 3:39 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
Hmm, does jorge have a more durable materials set for his armor? Or just a stronger shield?


Sun Sep 30, 2012 9:28 pm
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Post Re: The UNSC, a HALO mod! (WIP) v3
Sorry for this double post, but I must announce the arrival of a UNSC.rte UPDATE!

Jorge is in, and he is indeed the big man. He is larger and can take more hits. @ryanbob Shields have the same strength for all Spartans (though I might change that... hmm)

I edited the Drop Pod a bit. It gibs a bit nicer to try to avoid crushing its occupant and it also opens and gibs after it drops, so you don't have to do it manually. I did NOT include the part of Coops' script for deceleration because (like said in first post) there is this weird pause right when the Pod enters the battlefield where it stops in mid-air, and then speeds up and decelerates. This is masked by some fireworks if you look at the W40K Drop Pod, which uses Coops' script.

I also rebalanced most of the weapons. They don't eat terrain as much as before, and I hope to keep getting feedback about them until they perform like they should.

This is compatable with Version 1 of CC. Due to AI improvements, it is recommended that you order Spartans with some support along side them.


Sun Sep 30, 2012 9:30 pm
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