Another mod... Starwars

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(KHC) Shadow
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Re: Another mod... Starwars

Post by (KHC) Shadow » Sun Aug 31, 2008 3:57 pm

sorrya since i havent seen a mod posted about it i havent tried it. I do like every mod i can find.

EDIT: could u explain exactly how to do it with the main detonation time way? I cant get it right, and i dont wana change like 35 material responses. I know, im stupid
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Kayar
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Re: Another mod... Starwars

Post by Kayar » Sun Aug 31, 2008 4:34 pm

You aren't stupid, you're lazy. No, wait, you're both.

Obviously, changing the detonation time will not make your projectile explode on impact with anything. Which is why you need to change the material responses. However, you do not need to change ALL of them. There is a list somewhere of each material response, and what material each one connects to. Find it and you're all set.

If you can't find it, you can always d-swap in the proj tag the material impact effe tags. Swap them for whatever explosion you desire. In this way I made the sniper shot in Sacred Grove V2 only explode on contact with a cyborg.
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Yarok
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Re: Another mod... Starwars

Post by Yarok » Sun Aug 31, 2008 5:31 pm

Kayar [Crawler] wrote:
(KHC) Shadow wrote:1. how to u make things explode on contact? like in that grenade launcher mod they explode on contact? Maybe replace the coll with a rocket or something? Idk if the star destroyer hog will work, too big. As for nulling out the bsp i think it would be more fun to just have a bigger map (CE), cause Im already working on a space battles mod.
I'm slightly disappointed. If you are aspiring to be a modder, you should at least get the basics down, which means doing something other than CE imports and dependency swaps. Have you never even touched the proj tag?

Well, to help you out:

proj-->material responses-->change all to detonate or disappear. You can also go into main and change detonation time and such.

Projectile mods are the basic mods that exist. They were some of the original and most interesting mods made in the early days of Halo Demo modding. As such, you should definitely try making such a mod.
I can do that... <_<
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Excend
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Re: Another mod... Starwars

Post by Excend » Mon Sep 01, 2008 4:50 am

good for you...

(KHC) Shadow
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Re: Another mod... Starwars

Post by (KHC) Shadow » Mon Sep 01, 2008 6:47 am

lol. ok yarok make me a nade that explodes on impact and post it here.
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Devious
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Re: Another mod... Starwars

Post by Devious » Mon Sep 01, 2008 8:00 pm

I believe that it is possible to give vehicles the active camo effect, but
I have never done it.
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(KHC) Shadow
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Re: Another mod... Starwars

Post by (KHC) Shadow » Mon Sep 01, 2008 8:21 pm

u can easily make the hog invisible but making the driver invisible would be much harder
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TaxiService
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Re: Another mod... Starwars

Post by TaxiService » Tue Sep 02, 2008 6:30 am

actually it's pretty easy.

but then he wont get damaged in any way.

example: the pelicans in The Island!
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Excend
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Re: Another mod... Starwars

Post by Excend » Tue Sep 02, 2008 11:09 am

Warrior seb wrote:I believe that it is possible to give vehicles the active camo effect, but
I have never done it.
spawn them with itmc

(KHC) Shadow
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Re: Another mod... Starwars

Post by (KHC) Shadow » Tue Sep 02, 2008 4:59 pm

how would u do that taxi?
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TaxiService
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Re: Another mod... Starwars

Post by TaxiService » Wed Sep 03, 2008 3:29 am

- open map in eschaton
- in main data select the vehicle you want
- in meta editing goto Seat > Seat:01 > 32-bit Bitmasks > More Flags
- check the "Invisible" flag

and voillà.

i said Seat:01 because usually it's the driver seat, but it could be Seat:01 as it could be Seat:14 <_< depends by the vehicle.
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(KHC) Shadow
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Re: Another mod... Starwars

Post by (KHC) Shadow » Wed Sep 03, 2008 6:28 am

does that make the person in the seat, or the whole vehicle, or the whole vehicle and the driver invisible?
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TaxiService
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Re: Another mod... Starwars

Post by TaxiService » Wed Sep 03, 2008 10:49 am

it makes just the person in the specified seat invisible and the vehicle will remain fully visible.
people in seats that have not the Invisible flag flipped will be visible.

oh, it also makes him invincible! <.< (well, he can be killed by vehicle's death. but multiplayer vehicles do not die, so... yeah. <_<)
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(KHC) Shadow
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Re: Another mod... Starwars

Post by (KHC) Shadow » Wed Sep 03, 2008 2:58 pm

sweet now just need to make the hog turn invisible when someone gets in driver seat
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Yarok
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Re: Another mod... Starwars

Post by Yarok » Fri Sep 05, 2008 2:06 pm

(KHC) Shadow wrote:lol. ok yarok make me a nade that explodes on impact and post it here.
1. I didn't mean specifically that

2.I would if didn't quit modding and I still had all the modding apps
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