Gravity Ray & Halflife Grav Gun [Capwn]
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
No big deal... Anyway, post back on your thoughts of the improvements.
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
Cmon people. Dont let this topic/mod die. I would love to see more "research" into the pullgun and see what else we can get it to do.
Re: Gravity Ray & Halflife Grav Gun [Capwn]
I like the mod. When i downloaded someones the green rings werent there when i fired =\ anyways... like the mod alot.
Re: Gravity Ray & Halflife Grav Gun [Capwn]
I just tried out your mod, and it was amazing. I think I'm going to make a polished version with the hand FP from your old mod, the modded coop tele firing effect from mine, and the dual triggers. You got the hands just by nulling some of the shaders for the gun, right?
http://img39.imageshack.us/img39/8052/capwnsig2s.pngTaxiService wrote:¬_¬ i'm not a quote vending machine.
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
Yeah. Although you should look at other weapons first. That was the assault rifle, I think. Other ones may look better without the weapon. Glad you liked the dual trigger. We should play online some time and figure out if it works over a connection.
Re: Gravity Ray & Halflife Grav Gun [Capwn]
Did you get that just by reskinning the PP? I'm too lazy to open up the mod right now. As for playing over the server, I'm just about to sign off now. Tomorrow might work though.
http://img39.imageshack.us/img39/8052/capwnsig2s.pngTaxiService wrote:¬_¬ i'm not a quote vending machine.
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
Actually, if you go to the soso of the PP, you null everything there and only the hands will show. Its fun to do.
Works with all weapons.

Works with all weapons.
Re: Gravity Ray & Halflife Grav Gun [Capwn]
No, I meant the dual trigger.
http://img39.imageshack.us/img39/8052/capwnsig2s.pngTaxiService wrote:¬_¬ i'm not a quote vending machine.
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
OH! No, to change the FP model you find the... well. The fp model. Instead of mod2/weapon/plasmapistol, you look for mod2/weapons/plasmapistol/fp. Something like that. Right underneath the "fp" model is the antr. Change that to the same antr as the model (or it will not work). That will give any weapon the fp look of any other. The AR meter will not work with other weapons (as far as I know) and no weapon will react to the secondary PP fire. Cooldowns will become reloads (cant say for vice-versa) and the meters on plasma weapons are as of today, untested by me.
The dual trigger itself is a combination of checking the "secondary fire overrides nades" and "unable to throw nades with weapon" and go to the look for a secondary trigger selection. Change it to loads alternate ammo and change the ammo consumption to 0 in every way possible. Make it fire faster (otherwise the firing animation will stop the multiple shots otherwise - same happens with the shotgun) and it should be done.
The dual trigger itself is a combination of checking the "secondary fire overrides nades" and "unable to throw nades with weapon" and go to the look for a secondary trigger selection. Change it to loads alternate ammo and change the ammo consumption to 0 in every way possible. Make it fire faster (otherwise the firing animation will stop the multiple shots otherwise - same happens with the shotgun) and it should be done.
Re: Gravity Ray & Halflife Grav Gun [Capwn]
Ok. I already know how to do dual triggers. I was just wondering f you had figured out how to apply a dual trigger to other weps. That would be beyond amazing.draconic74 wrote:OH! No, to change the FP model you find the... well. The fp model. Instead of mod2/weapon/plasmapistol, you look for mod2/weapons/plasmapistol/fp. Something like that. Right underneath the "fp" model is the antr. Change that to the same antr as the model (or it will not work). That will give any weapon the fp look of any other. The AR meter will not work with other weapons (as far as I know) and no weapon will react to the secondary PP fire. Cooldowns will become reloads (cant say for vice-versa) and the meters on plasma weapons are as of today, untested by me.
The dual trigger itself is a combination of checking the "secondary fire overrides nades" and "unable to throw nades with weapon" and go to the look for a secondary trigger selection. Change it to loads alternate ammo and change the ammo consumption to 0 in every way possible. Make it fire faster (otherwise the firing animation will stop the multiple shots otherwise - same happens with the shotgun) and it should be done.
http://img39.imageshack.us/img39/8052/capwnsig2s.pngTaxiService wrote:¬_¬ i'm not a quote vending machine.
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
Well... The other weapons dont even have a secondary projectile in their dependencies. There isnt even a nulled out one, so you would have to add one first. Then I would guess it functions like any other weapons. If you can make copies of the PP (is that an avaibible option with our current mod tech?) then you should be easily able to do it, but unable to create a second set of ammo data for, say, under-mounted grenade launchers on the AR. You should be able to use 2 sets of data to, for example, create an AR that secondary shots 1/3 the ammo as a shotgun. In fact, Im sure someone did that already... You would be able to shoot some other type of rocket, perhaps. Like dummy rockets! Too bad that isnt really possible with the Halo engine without the rear-end propulsion physics from Halo 3.
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- Commando
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
The vehicles' weapons have secondary projectiles. You can change it so it has an FP model, and change the weapon label to something that exists (ar).draconic74 wrote:Well... The other weapons dont even have a secondary projectile in their dependencies. There isnt even a nulled out one, so you would have to add one first. Then I would guess it functions like any other weapons. If you can make copies of the PP (is that an avaibible option with our current mod tech?) then you should be easily able to do it, but unable to create a second set of ammo data for, say, under-mounted grenade launchers on the AR. You should be able to use 2 sets of data to, for example, create an AR that secondary shots 1/3 the ammo as a shotgun. In fact, Im sure someone did that already... You would be able to shoot some other type of rocket, perhaps. Like dummy rockets! Too bad that isnt really possible with the Halo engine without the rear-end propulsion physics from Halo 3.
Dead. derp
Re: Gravity Ray & Halflife Grav Gun [Capwn]
Should be doable with imports. I don't know if it would be CSS though.draconic74 wrote:If you can make copies of the PP (is that an avaibible option with our current mod tech?)
http://img39.imageshack.us/img39/8052/capwnsig2s.pngTaxiService wrote:¬_¬ i'm not a quote vending machine.
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- Green Beret
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Re: Gravity Ray & Halflife Grav Gun [Capwn]
I do.
It was extraordinarily interesting.
It was extraordinarily interesting.
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.
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