[Mod]EliteWinder 3.0-Sidewinder AI

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kiddten
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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by kiddten » Sat Nov 21, 2009 3:48 pm

it's probly someone who does'nt like AI mods.
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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Amy » Sat Nov 21, 2009 3:52 pm

Mind if i convert this to demo and release? Or you release a demo version?

i already have a pearled version of it, so i can upload and post in HDemo section if you want.
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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by EnigMoiD » Sat Nov 21, 2009 7:07 pm

Amy wrote:Mind if i convert this to demo and release?
Sure, just as long as you credit me :D I'll be interested to see how the demo crowd receives it.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Spartan-006 » Sat Nov 21, 2009 7:23 pm

Hows about adding more AI's? I looked around for 45 minutes and only came across 2 groups of 2. Or maybe 1 group of 2, and one of 1. IDK, but I came across less than 5 AI's. Everything else is nice though, maybe you should put a few barricades in front of the AI's, and make the RL less powerful.
(monorail cat is NOT obsolete)
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EnigMoiD
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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by EnigMoiD » Sun Nov 22, 2009 5:35 am

Spartan-006 wrote:IDK, but I came across less than 5 AI's.
Maybe I should have made this clearer, but since all AI spawn in (flipped) vehicles, to get them all, you have to make a gametype that spawns all vehicles. Unless there's a better way, that is... I can't think of one right now.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Amy » Sun Nov 22, 2009 6:16 am

Yeah, the AI amount seemed fine to me : D


and okay, of course i will credit.
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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by kiddten » Sun Nov 22, 2009 12:15 pm

there is a way to respawn AI, and it's only been released in 2 mods.
kiddten, on most things nowadays wrote:no
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๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by EnigMoiD » Sun Nov 22, 2009 1:46 pm

AJ Ninami wrote:there is a way to respawn AI, and it's only been released in 2 mods.
Cool; could you link me to one of them? Does it involve itmc's spawning flipped vehicles? I tried that once, but I forget the outcome.

EDIT: Oh yeah... that's what happens. Active-camo ghosts that sound like they're always running and keep shooting after you get out, freezing the game.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by kiddten » Sun Nov 22, 2009 2:50 pm

i made one of the maps, but it's protected and i don't have the origanal.
and yes it was itmc, but they were undrivable and the phyics were fixed so they fell over. they were invisable too.
kiddten, on most things nowadays wrote:no
TaxiService wrote:HERE IS THE GODDAMN WALDO YOU CHEATING DICK
๖ۣۜĐeяP wrote:U MOTHER FUCKER AND U FUCKING PARENTS AND FUCKED OFF ASS HOLES

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Amy » Sun Nov 22, 2009 3:12 pm

Did you make the models, if you did, then that is AWESOME!



You should try modding demo, they have a bigger community, you could even join a team *CoughmineCaugh*
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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by EnigMoiD » Sun Nov 22, 2009 4:42 pm

Amy wrote:Did you make the models, if you did, then that is AWESOME!



You should try modding demo, they have a bigger community, you could even join a team *CoughmineCaugh*
The shotgun model (a collection of scaled spheres) was mine; the chaingun was the warthog's chaingun pulled off and sized to the flamethrower so it would work with the animations.

I'll think about it; might be interesting.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Amy » Sun Nov 22, 2009 4:45 pm

EnigMoiD wrote: The shotgun model (a collection of scaled spheres) was mine; the chaingun was the warthog's chaingun pulled off and sized to the flamethrower so it would work with the animations.

I'll think about it; might be interesting.
What about the sniper model?


oh and i wanted to try to do the chaingun thing but i could never get blender/wings3D to work.


and if you want to join my team, your definitely in : P
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Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by EnigMoiD » Mon Nov 23, 2009 11:46 am

Amy wrote: What about the sniper model?
For that, I just slapped a needler shader on the gravity rifle that's hidden in every map.

I'll think about joining the team, though I don't know what it would involve.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Amy » Mon Nov 23, 2009 3:25 pm

We could really use someone who is interested in actually modding and helping out the team, visit our sub-forum under Halo Demo.


( sorry for advertising on your thread)


Anyways, You should do the same thing you did with the chaingun for the rocket warthog thing, wait.. that'd be the same as a rocket launcher.


You could also like put the model on the turret, so you have a human turret.
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Mota-Lev wrote:Its like watching an Asian girl crush a cats brain through its eye socket with high heels.. Its horrible but I just can't look away :/.

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Re: [Mod]EliteWinder 3.0-Sidewinder AI

Post by Smythe » Thu Nov 26, 2009 12:24 am

What shader does the chaingun use? may i use it for a mod of B30? i need one and the AR just won't do.
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