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[MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 1:29 am
by Sparky
Happy New Year 2009!

Includes 20 CE vehicles that can be spawned. Due to the large number of vehicles, you will need to swap them into the map yourself, just like you do with Import Island. You'll need to add a usable seat to the scarab, too.

http://www.mediafire.com/?sharekey=7252 ... 9c2803d1c6

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 2:11 am
by TaxiService
whee!

uhm... could you list the imported vehicles please? D:

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 8:33 am
by lord lagger
sounds a lot like importisland...
this mod probably is going to cause a ton of spam on MGM

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 9:39 am
by Kiyoshi
Decimator?
Pyro gx
C_Dropship
FighterBomber
h2_Wraith
Heavy Scorpion
Helicopter
Hoverbike
Hovertank
Jet
Kestrel
Lambo
Mangoose
nuggastingray? <---wtf? lol
Phantom
Scarab2
Segwart
Venture_mp
wasp_mp
yghost

>_> there ya go sparky

Also some are WAY to big for BG, how come you didn't use the Island?

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 9:53 am
by theone4life692
BS! I was making a importgulch and when i announced it i got flamed! He just releases and everyones cool. I was reskinning everything... and not using huge vehicles! Look @ my filefront.

http://files.filefront.com/Import+Gulch ... einfo.html

Look @ the upload date...

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 11:23 am
by Sparky
Of course, credit goes to the tag makers and modellers mentioned on the halo ce website for each of these vehicles and miscellaneous tags. A full list will be included with the Incyclopedia.

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 2:43 pm
by Rofldonutburger
How huge do you think Incyclopedia will be?

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 3:37 pm
by TaxiService
Jacob Nobuyuki wrote:Decimator?
Pyro gx
C_Dropship
FighterBomber
h2_Wraith
Heavy Scorpion
Helicopter
Hoverbike
Hovertank
Jet
Kestrel
Lambo
Mangoose
nuggastingray? <---wtf? lol
Phantom
Scarab2
Segwart
Venture_mp
wasp_mp
yghost
cute! will download!

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 4:02 pm
by tokage
Epic Win, Sparky! The only annoying/weird thing is that the Decimator spawns in midair and is unnafected by gravity (lol, I like 2 use this on weapons) which makes it really hard to get to. I took a look in swordedit (ahhh, sweet mixed blessing programs) and it shows up as right on the banshee spawn (on the ground O(_)O ). Other than that I've added this to the REALLY important folder with crazy madness. Btw, who the hellzys is Ghost? Didn't he make Yoyorast? You know, "the Ghost's secret room?"

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 4:03 pm
by TaxiService
tried them. meh... phantom was a failure, and most of them was not that great... but, thanks for sharing! :D ^.^


EDIT: did you make the bsp? what were that dobc's? :D how did you add them?

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 4:47 pm
by Smythe
DO NOT FIRE ROCKETS AT THE PYRO EVERYTHING DIES!!!1!!!1!!!!1!!
death explosion is a nuke explosion .````:)

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 5:17 pm
by Rofldonutburger
Why is it created by The Ghost >_>

Re: [MOD] 20 CE Vehicles

Posted: Thu Jan 01, 2009 9:30 pm
by Sparky
I was wondering if you guys were going to notice that credits image on the BSP bitmap. If you didn't find it yet, check behind the red base on the rocks on the little hill back there.

The Ghost has done lots of work for CE. I used his bloodgulch level tags to create this map - it's his version of Bloodgulch. I compiled this map with CE (I could only include up to 20 vehicles in the matg globals file, but I think it's possible to add any number of straight vehicles into the scenario file... or vice versa) and then converted with QAR. It's really only meant to be a quick demo of almost all the CE vehicles that will be included in our Incyclopedia, which will also have every public weapon and other CE tag that I can get.

The rest of the Incyclopedia mod discussion will have to continue in its own topic.

Re: [MOD] 20 CE Vehicles

Posted: Fri Jan 02, 2009 12:14 am
by TaxiService
^ hey, do you even mod on request? like... if i need to compile a scnr and a matg with new vehicles... or even new machines, etcetera... can i ask you to?

Re: [MOD] 20 CE Vehicles

Posted: Fri Jan 02, 2009 2:18 am
by Sparky
sure, why not