Mod Idea

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Ape Man
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Mod Idea

Post by Ape Man » Tue May 05, 2009 12:08 pm

Would it be possible to turn the plasma pistol into a remote explosive launcher? The secondary fire could shoot a plasma grenade and the primary fire would be used to detonate it.

Al Capwn
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Re: Mod Idea

Post by Al Capwn » Tue May 05, 2009 2:03 pm

No.
Image
TaxiService wrote:¬_¬ i'm not a quote vending machine.
http://img39.imageshack.us/img39/8052/capwnsig2s.png

Ape Man
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Re: Mod Idea

Post by Ape Man » Tue May 05, 2009 2:24 pm

Ok

Devious
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Re: Mod Idea

Post by Devious » Tue May 05, 2009 4:11 pm

Al Capwn wrote:No.
Are you so sure of that.
The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

Zanghfei
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Re: Mod Idea

Post by Zanghfei » Tue May 05, 2009 5:58 pm

Devious wrote:
Al Capwn wrote:No.
Are you so sure of that.
CE can do that >_>
(CE SHIT THAT BASTAR)

Rofldonutburger
Commando
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Re: Mod Idea

Post by Rofldonutburger » Tue May 05, 2009 6:21 pm

zanghfei wrote:
Devious wrote:
Al Capwn wrote:No.
Are you so sure of that.
CE can do that >_>
(CE SHIT THAT BASTAR)
I don't think it can... name an example please?
Dead. derp

Devious
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Re: Mod Idea

Post by Devious » Tue May 05, 2009 6:25 pm

002 wrote: I didn't do all of this in "Airborne Camp" and I used the assault rifle. I wanted people to be able to disarm it so they can set their own traps.
It's very easy. Some of the boxes in the meta's flags have to be checked.

1. Ok, first, delete every effect that the ghost's bolt will do when it hits (all of the effects in it's dependency) (It prevents some lag and removes some decals)
2. Next, make sure the ghost's gun (or whatever weapon you choose. I prefer a vehicle's weapon so they can't disarm it) is set to perfect accuracy so it's a laser (0 minimum and max spread)
3. If you want instant kill mess with the jpt! and change damage to 9999 and make sure it skips shields. Also, you can turn off stun.
4. Fourth, go back to the ghost gun and go to "Main" and go to the flags thing and click "More flags" Make sure "Unaffected by gravity" and "Maintains Z-UP" is on
5. Fifth, in the dependency, make the very top mod2 an assault rifle so you can see it in swordedit
6. Sixth, go to projectile and go to 32-bit bitmasks. (Not much of a selection there, just go that stop with the flags thingy and make sure the following apply:

Image
7. Last but not least, change the ROF (min and max) to 30 or higher so it looks like a laser (the higher, the more lag)
8. You may if you want, remove the mod2 so they can't track the source

The armaments which thunderstrike the walls
And monarchs tremble in their capitals.
The oak leviathans, whose huge ribs make
Of lord of thee, and arbiter of war;
Alike the Armada's pride, or spoils of Trafalgar.

Sparky
Delta Force
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Re: Mod Idea

Post by Sparky » Tue May 05, 2009 7:57 pm

Ape Man wrote:Would it be possible to turn the plasma pistol into a remote explosive launcher? The secondary fire could shoot a plasma grenade and the primary fire would be used to detonate it.
Yes.

Null the primary proj. in dep swapper. Change the secondary proj. to plasma nade. Change the secondary fire's proj ejection point offset in meta data to a positive Y offset value like 3 or 4, so that it spawns away from you. Also null the overheating and firing effects if you like in the dep swapper. The actual steps for the projectile will have to be done using scripting or some other CE method until I think about this a bit longer and determine how it's otherwise possible. I'm sure there's a way to do it with halo demo, so go ahead and think it through. Probably uses the "secondary fire slaved to primary" flag.
Either you are groping for answers, or you are asking God and listening to Jesus.

MadModder21
Newbie
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Re: Mod Idea

Post by MadModder21 » Tue May 05, 2009 8:35 pm

Nice tutorial I will use this in a new map I am testing, but not releasing, just starting out modding, I have already got a hold of skinning, tag imports, meta editing, and dependency swapping and many more things :P

Mike7766
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Location: Massachusetts, USA

Re: Mod Idea

Post by Mike7766 » Fri May 08, 2009 6:43 pm

MadModder21 wrote:Nice tutorial I will use this in a new map I am testing, but not releasing, just starting out modding, I have already got a hold of skinning, tag imports, meta editing, and dependency swapping and many more things :P
the skinning is a good idea, especially when you make your first mod! That adds a lot of property to it, and also some more nulling of the noobish-ness in the mod (hence the NOOB mod!)
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