Back. Anyways, the Phoenix class comes in two forms: 1) The lightly armed and armored Civilian vessel that is cannibalized after colonizing a planet to make a colonies infastructure. [IMG]http://i908.photobucket.com/albums/ac288/CanadaMan7/Civlian2.jpg[/IMG] 2) The Heavily armed semi-warship that carries thousands of troops and armored vehicles, making it used often for planetary invasions. [IMG]http://i908.photobucket.com/albums/ac288/CanadaMan7/Milita
CanadaMan777
Oh wow, I've been forgetting to update this thread. Anyways, the Phoenix ended up being excellently textured by Fileosoft (Thoumsin on here) and is currently ingame. I'll come back and post some eye candy when I get a free moment.
Wait, what? First off, this is a dead thread so try not to post in those. And secondly, moddb is definitely still there. I JUST checked there.
Well, right now standard armament for the UNSC consists of MACs, Archer missiles, point defense guns, and various gauss deck guns (like on the SoF).
I'd be interested to learn this as well. It's somewhat of a problem on some of my ships.
[quote who="Swiss Knight" reply="134" id="2709240"]As someone who worked with the Halogen team and was around for the discussions with Bungie and Microsoft I can tell you that the chance of Sins of the Prophets being shut down is very remote. [/quote] Boom. Right from the horse's mouth. Case closed.
Let me just voice my severe doubts about them coming along and stopping production right now. However, if they DID: Let's just say it would be pretty easy to release on every single torrent site available. But it definitely won't come to that.
[quote who="Franz Bravo" reply="123" id="2707246"]OH GOD PLEASE! I CAN'T STAND IT!! Please, let out a little 'mod' so we can use a Frigate! At least! Please! The waiting.... it BURNS!!!! [/quote] You'll have it soon enough. Just give me a little while longer.
[quote who="Syneptus" reply="12" id="2704387"]Care to explain how? [/quote] I can. I believe it's "raceNameParsePrefix". Replace that with a custom one and add that tag to the string file and you should be good to go. The reason this was an issue before is due to it previously hardcoded. They unlocked in a patch a while back.
I should think so. Thats what I'm planning for at least. ALSO: Loads of updates up at moddb. I don't really bother updating here. @Fredled: Wrong place to be dumping all these pics. Not to mention 3 posts of image dumping. Your enthusiasm is commendable though [e digicons];)[/e]
[quote who="fredled" reply="114" id="2657252"]oh,and ya the flood thing is a good idea but i would think that if their could be an ability where the flood could be an unselectable player that has a 50% chance of being in the match and if it is then it can ivade your worlds and so on.. [/quote] Basically, the best role we could find is a replacement for the pirates (with the pirate world being a flood home world).
Unfortnately, they are purely visual. You would not be able to capture the smaller orbiting bodies themselves, only the entity that they are orbiting around.
Orbiting moons are VERY possible. I've seen them in 7DS and HammerSun's mod a while ago. Technically, orbiting planets could be done via a similar method. You'd just need to create a Star acting as a planet and then code in planets as rotating "moons". Then you could fight over solar systems instead of planets.
[quote who="davidt0504" reply="107" id="2614944"] remember reading somewhere about your mod that you are planning on making campaign style maps that revolve around either destroying or activating the halo rings. [/quote] Well, that was the general plan, but I never got the Halo rings working to my satisfaction. The most they would do is destroy planets one at a time, very fast. Not ALL of them at once. They'll still probably be in the m
[quote who="davidt0504" reply="6" id="2609997"]links to eviljedi? [/quote] http://lmgtfy.com/?q=EvilleJedi Come on man, its not hard to use google.
[quote who="harpo99999" reply="105" id="2614046"] my suggestion is to use the standard planets so that you do not NEED to make your own halo mod with planets to play the maps [/quote] If you're serious about mapping, I'll shoot you a pm soon. I'm adding custom planet types right now (ie flood Infected world, Forerunner Shield World) that I would love to see in a campaign style map.
EvilJedi has a bunch of Old Republic models. You could probably hit him up for some.
Yeah, it usually takes a couple years, even with a full team. I've been working pretty much by myself, with a few other people stopping in to lend a hand every once and while. It's getting close though.
Be sure to check out the new video here: http://www.youtube.com/watch?v=u28hSwiKS84
Oh wow, those models look fantastic. Can't you extract the texture from the game as well?
Hey guys, I'm back with the Gorgon class destroyer, an older ship and a relic of past conflicts that is being re-used by the UNSC due to dwindling fleet resources. It was one of the first ships to have a MAC aboard before they became standard armament on UNSC vessels, and comes heavily armored. It is also a bit larger than both modern frigates and destroyers. [img]http://i908.photobucket.com/albums/ac288/CanadaMan7/Gorgon.jpg[/img] [img]http://i908.photobucket.co
Haha sounds good blunted. I'll pm you with a beta pass.
I have returned! With pictures! I just got done putting in the CCS (Covenant Capital Ship), which has appeared in nearly every Halo game so far. [img]http://i908.photobucket.com/albums/ac288/CanadaMan7/CCSgrey.jpg[/img] [img]http://i908.photobucket.com/albums/ac288/CanadaMan7/CCSlights.jpg[/img] However, people begged me to be able to field large amounts of CCSs at once, so I have a workaround. There is also a cruiser variant that is, admittadly, not as well armed. B
I thought I remembered a "ApplyDamageInstantly" type of command but I haven't seen it used since the early days of Sins modding. Oh well, guess it'll have to do.
I have a lot of weapons in my mod that do upwards of 500+ damage a shot. However, it seems like it takes a little while for Sins to recognize this. Sometimes Ships take 3-4 seconds for the damage to register properly, and it looks a bit strange. Anyone know how to reduce these waits?