Campaign Weapon Holder Into Multiplayer?

Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
User avatar
angry man





Posts: 492
Joined: Fri May 19, 2006 5:51 pm

Post by angry man »

If you change the angle (the shift one) of it in Entity's BSP Viewer it messes it up.
Image
I Can See Inside Your Monitor :lol:
motoxmadman





Posts: 41
Joined: Mon Oct 24, 2005 1:50 pm

Post by motoxmadman »

well turk...I was sure i said parking garage but if you can get it to work on the slanted walls...i will love you forever cuz that would be a great place!!!

in the second lvl of the parking garage would be easier for you

AND

i can get more in there.

If each thing holds 2 weapons, then i only need 8 holders on the wall..If they only hold 1...then ill need 16...lol

with these weapons random in each one

Battle Rifle
Human Sniper
Shotgun
SMG
Pistol
User avatar
turk645




Artisan Translator Pyre

Posts: 2887
Joined: Wed May 18, 2005 12:32 pm
Location: In my special pillow fort.
Contact:

Post by turk645 »

well this is what it looks like on the slant, not so good. the tunnel is also slanted so that is a no go. I do have a good spot though but it limits camera movement.

Image
Image
ScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠ
motoxmadman





Posts: 41
Joined: Mon Oct 24, 2005 1:50 pm

Post by motoxmadman »

Actually Turk...I kinda like it there...Is there any way that you can put the other 7 holders on there with the weapons in it and make the .sppf for me?

Thxs
Madman340





Posts: 65
Joined: Wed Sep 13, 2006 4:26 pm

Post by Madman340 »

lookin nice turk! :D
User avatar
turk645




Artisan Translator Pyre

Posts: 2887
Joined: Wed May 18, 2005 12:32 pm
Location: In my special pillow fort.
Contact:

Post by turk645 »

k, ill add more, i just need to fix the angle of them slightly first. Any specific distance apart, close or spanning across most of the wall?
Image
ScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠ
motoxmadman





Posts: 41
Joined: Mon Oct 24, 2005 1:50 pm

Post by motoxmadman »

hey turk...The mod is awesome so far.

just put those weapons in Message me on AIM cuz i would like u to inject a model and a 1 skin that i already have made.

the .obj is set and the rocket skin..

The model is for the rocket launcher and so is the skin so the model is colored!!!

thxs bro

-moto
User avatar
turk645




Artisan Translator Pyre

Posts: 2887
Joined: Wed May 18, 2005 12:32 pm
Location: In my special pillow fort.
Contact:

Post by turk645 »

well im done adding the guns. the BR looks fine for the most part but the smg has this problem.

Image

also when unarmed you pick up the gun before it even opens. i do have an idea though, null out everything on the sword since the unarmed uses the same animation and that way you can pick up the BR when ever it is needed.
Image
ScottyGee wrote:Smokers suck >_< (to avoid someone saying it later, both literally and in the derogatory way)
"Before you criticize someone, walk a mile in their shoes. That way after you make fun of them, you still have their shoes."-Dranciel ಠ_ಠ
motoxmadman





Posts: 41
Joined: Mon Oct 24, 2005 1:50 pm

Post by motoxmadman »

ok.. it looks good...The weapons are fine. If you can fix them, thenn plz do it...For your idea on picking up the weaps...i dont know how to fix it but if you can make it to where once i hit the gun it will pick up..thats cool


Thxs
Post Reply