HellBreaker

HellBreaker

Joined Member # 3130591
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Reply to Halo MOD? in Sins Modding

Nope your pritty much right on the money there, its hard to check back and keep trak of mods when life starts to speed up. and doesnt this mod have a sight of its own now? Normaly i just check on that sight but I havent looked at it in a while, I thought this forum might have some info it didnt

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Reply to Halo MOD? in Sins Modding

Why does everybody want F***ing sheilds for the UNSC? They didnt have them and creating a shield unit for a singel solder is a lot diffrent than getting them to cover an entire ship, let alone stand up to a plasma torp. If you want sheilds so badly play as the covenent, but dont screw with what cannon can be left in the game by giving the UNSC sheilding capabilitys. If both sides are even then it becomes a dull experiance. The humans are suposed to be weaker, it makes winning all the more

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Reply to Halo MOD? in Sins Modding

Wow that was an awesome wright up on my ship thanks, and those archer missles where actualy just a representation of them I use to save time :p I made precast, 108' by 50' so that i could esaly transfer them to difrent loacations. But since I dont think ammo counts for archers can be added it doesnt matter too much after all it is a Fannon ship.

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Reply to Halo MOD? in Sins Modding

Oblivion Class Battleship info, sry the link didnt work b4 and why isnt there an edit butten? The Oblvion Class Battle Ship is structured around the succses of the Marathon Curisers. She is 1400 meeters long about the size of a marathon but pacs a larger punch. Standard arment inculdes three 30'dim MACs, 1 50' Sub Super MAC. carring 7 rounds for each 30' and 4 for the 50'. It holds 1 LS fighter squad, 6 Pelicans, 8 scorps, 20 warthogs and 550 mariens. 6 Shivia nukes. 13 "CRASNEASB"s. Ar

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Reply to Halo MOD? in Sins Modding

Well i was saying for those ships wich we dont have moddles for. if you can give me a passage describing it form a book i can do my best to recreate it.

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Reply to Halo MOD? in Sins Modding

so you want a heavy crusier huh :NOTSURE: If you like I could start working on a concept of somehing.. if you dont mind Fanon that is :P

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Reply to Halo MOD? in Sins Modding

Well Bungi has not released a modle or anny concepts for a battle ship, also whats wrong with a few types of capital ships? the more the marrier but thats just me. Since we have modles for bolth Frigates, Destroyers and Marathons we dont need fanon, but other wise they have my full permision to use the moddle. however it is in sketchup format so i dont know how you would get it in there im sure there is a converting program or something :NOTSURE:

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Reply to Halo MOD? in Sins Modding

wish this had an edit butten, the other two ships are Endurance class cruisers, they dont follow the UNSC ship design as closely but o well [IMG]http://i284.photobucket.com/albums/ll21/HellBreaker03/OblivionClassBattleShipFullScale.jpg[/IMG]

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Reply to Halo MOD? in Sins Modding

Permision granted =D I would love to command a Oblivion Class in Sins. if you check the sight there are more pics and the arment of the ship

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Reply to Halo MOD? in Sins Modding

Is there a way to Port Sketchup moddles? Cus I can do a fare amount in sketchup. Oblivion Class: Battle Ship [IMG]http://i284.photobucket.com/albums/ll21/HellBreaker03/OblivionClassBattleShipFullScale5.jpg[/IMG] [IMG]http://i284.photobucket.com/albums/ll21/HellBreaker03/OblivionClassBattleShipFullScale2.jpg[/IMG] [IMG]http://i284.photobucket.com/albums/ll21/HellBreaker03/OblivionClassBattleShipFullScale4.jpg[/IMG] The ship information including Arment is listed here

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Reply to Halo MOD? in Sins Modding

dam i see your point about the 153 nukes.. ok well now i have lost my train of though :P i dont honestly know how to implement them bolth I dont knwo the modding limitations of this game.. is it possible to give a ship two types of am?

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Reply to Halo MOD? in Sins Modding

As for the super MACs around planets they should start out fireing slow, normal recharge rate is the same as the frigates, but have upgrades like "enhanced generators" = faster fire rare and turn speed,"Power Link Engeners" = faster fire rate, "Titanum B Structure" more hp and damage. Attacking planets should be done by Invading not nukeing, so insted of the nuke animations use the "colinize animation"(bad spelling) but replace the ships with pelicans.. Upgrades could be (Tatical Ad

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Reply to Halo MOD? in Sins Modding

Well as for a resupply ship/repair ever read "fall of reach" [I]The Cradle[/I] is a massive squr 1kl of titanium built for that exact purpose.. no weapons but still very usefull! as for the shivia nukes how bout them only useing 1 am each and so a frigate with 3 nukes will have 153 am total till resuply. There here probibly also smaller varents.. could use the carrier alredy in the game just a little tweeking for a smaller one but slower to rearm a ship with

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Reply to Halo MOD? in Sins Modding

Hello I am a bit of a halo fan boy :p and I have been reading over this topic and I have an idea as to the MAC slugs and the nukes for the UNSC ships excluding corvets.. Is it possible to make it so the MAC is special ability and have each shot use 50 antimatter per usage? so a Frigate would have around 150 AM max..and just give them MAC a long cool-down timer say 15-25+ seconds. as for the shiva nukes they too would be special abilitys just without the auto use, so they become a tatical a

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