Sniper Nades

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DECOY




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Sniper Nades

Post by DECOY »

Just added another minor tweak to my modded ammo games. Sniper Nades - HIGHLY RECOMMENDED!
Very easy to do.
Using HMT swap the sniper projectile for a plasma nade and then edit the plasma nade projectile properties so that it mirrors the sniper ammo's old settings. i.e. high speed, long distance etc. You will need to reduce the damage a bit and I reduced the explosion force to about 2. I also reduced the amount of ammo the sniper rifle comes with.

If you can snipe well, you can still use the rifle to good effect. But now you can also use the new sticky nade ammo to tag vehicles. It is also very effective fired into a base or cave, as it will ricochet around inside at high speed!

*IMPORTANT*
If you use this tweak be sure to swap out the plasma nades from the item collection list and replace them with frag nades. otherwise if you don't, players who pick up plasma nades off the ground will throw them at sniper ammo speed!!! (unless you want that of course).

DECOY
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VenaticalOne





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Post by VenaticalOne »

If you copy and paste the plasma nade projectile meta into the sniper rifle projectile meta and then edit the properties like high speed/long distance, it doesn't affect the throwing of the nades

btw, is there a way to make the plasma nades un-bouncy? Because when you put them in the assault rifle and shoot, they bounce all over and it is really annoying (and hard to get through them alive)
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DECOY




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Post by DECOY »

Are you firing the nades from the AR as a new secondary fire?
I ran a test and fired them as primary from the chain gun on the back of the hog. :D Once you have say, more than fifty flying around, the game really starts to slow down!

I did paste the plasma nade projectile meta into the sniper projectile tag and gave it sniper ammo speeds and range. When I tested picking up a plasma nade off the ground and threw it, the nade had the properties of sniper ammo and shot off across the map.

When I made the plasma nades non-bouncy I could still throw them, but if you fired them from the weapon they just dropped to the ground.

I have to say they work really well from the sniper rifle. You can still snipe out players, but the sticky-nade factor allows you to tag tanks, hogs and shees.

I have used the bouncy feature to hit people on the ricochet.

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VenaticalOne





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Post by VenaticalOne »

maybe if you lowered their weight to nothing when they were un-bouncy, they would shoot....

For me, i just get a lot of them flying all over when I'm inside a building and the game starts going really slow :cry:

I don't know why the grenades act weird when you throw them though

Another good idea (if you like warthog launching) is to swap them with the shotgun pellet so it shoots about 15 at once but you have to make it 0 arc and the speed should be about .1
I've gotten really high with this, but you need infinite life ( :twisted: ) and if you use too many at one time then it makes you get out of the hog in mid-air, but you still fly pretty far
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Post by DECOY »

OK. I ran my BG test range and played around with the plasma nade settings....

The following settings will stop the nades bouncing all over the place (WHEN USED AS WEAPON AMMO!)

In the Projectile settings for plasma nades (top right window in HMT), put in the following values.

Explode Delay 1 = 0.1
Explode Delay 2 = 0
Lifespan = 0 EDIT* you will need to set the lifespan as short as possible for the weapon you are firing from. For the AR try 40, sniper 200.
Weight/Arc = 1
Initial Speed = 30 *This is for sniper ammo - try 15 for AR
Final Speed = 30 * Sniper ammo, try slower for AR
Homing = 0

The above settings gave me instant detonation with the plasma nade ammo strikes a viable target ( cyborg or vehicle ). But if you fire at a wall, instead of bouncing back and forth for a long time, it flies off for a second and then disappears.
However, if you or another target is close enough to get struck on the first ricochet, it will detonate!

I have re-tested the throwing problem, and I think I know what is causing it. Once you have pasted the nade tag into the sniper (or AR) projectile box, it doesnt matter if you select the sniper projectile tag or the nade tag - editing the values of one will affect both, because they are the same thing.
I have got round it by swapping frag grenades for plasmas in the item collection list on the maps I want to use sniper nades.

If you want to try it out, drop in on my game! The server is called Everyone Welcome Here.

DECOY
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