Search found 77 matches
- Fri May 14, 2004 4:49 am
- Forum: HEK General
- Topic: map compiling is not working
- Replies: 17
- Views: 2209
- Thu May 13, 2004 10:21 pm
- Forum: HEK General
- Topic: map compiling is not working
- Replies: 17
- Views: 2209
- Thu May 13, 2004 8:49 pm
- Forum: HEK General
- Topic: map compiling is not working
- Replies: 17
- Views: 2209
- Tue May 11, 2004 5:08 pm
- Forum: HEK General
- Topic: How would one create weapons with Guerilla?
- Replies: 2
- Views: 1028
I belive the collision model is similar to the base model an dprobaly created in a similar fashion, but i really dunno, theres a commmand with tool.exe to create a collision model, but what from and how no clue, my college bud made a teapot <the stupid standrard thing in 3dstudio> and put it in afte...
- Tue May 11, 2004 3:47 pm
- Forum: Discussion
- Topic: Spawnable AI
- Replies: 14
- Views: 2605
put it up in the files section for yall to look at.
http://files.halomods.com/viewtopic.php?p=66962#66962
http://files.halomods.com/viewtopic.php?p=66962#66962
- Tue May 11, 2004 1:56 am
- Forum: Discussion
- Topic: Spawnable AI
- Replies: 14
- Views: 2605
all you have to do is make a custom set actor variant and actor file with guerilla, setup a level, add the actor variant in under actor pallets, add the cyborg <for a model for the AI> under biped pallets, then locate the second instance of player start positions, add how ever many you want. After t...
- Mon May 10, 2004 10:11 pm
- Forum: Discussion
- Topic: Spawnable AI
- Replies: 14
- Views: 2605
yeah thats what i am trying to get at, i knwo they are bipeds, i got em running aourd following waypoints in sapien but when i get em coompiled 1 or 2 will do it then the all will stop, i can spawn 1 biped per sec :0 no vehicles nothing else, it adds a physical spawn point for each biped, i had up t...
- Mon May 10, 2004 9:16 pm
- Forum: Discussion
- Topic: Spawnable AI
- Replies: 14
- Views: 2605
- Mon May 10, 2004 8:34 pm
- Forum: Discussion
- Topic: Spawnable AI
- Replies: 14
- Views: 2605
Spawnable AI
Spawnable AI is possible
here is a screenshot of a nice MC ra ra pyramid :0

you can get them to move and shoot and throw grenades too but i am still tweaking all that theres so many damn options ><
here is a screenshot of a nice MC ra ra pyramid :0
you can get them to move and shoot and throw grenades too but i am still tweaking all that theres so many damn options ><
- Sat May 08, 2004 11:48 pm
- Forum: Discussion
- Topic: cant shoot. edit:found the problem
- Replies: 4
- Views: 901
- Sat May 08, 2004 1:59 pm
- Forum: Discussion
- Topic: Fighter bomber revisited..
- Replies: 13
- Views: 2797
well lemme reiterate what i did to get this in and maybe you can help me understand this better. 1> under guerilla i added a scenery pallete and choose the fighterbomber.scenery fie 2> went to scenery header and setup the fighterbomber as a piece of scenery for my map. 3>compilied it and opened it u...
- Sat May 08, 2004 1:41 pm
- Forum: Discussion
- Topic: Fighter bomber revisited..
- Replies: 13
- Views: 2797
I know its not new I wasnt saying it was :0 just neat is all, i just found that it would animate even though there is no tags imported at all with HaloCE without including the dependencies just a simple model swap nohting more, it dosent have em to add :0 so i dunno how it knows to do that given the...
- Sat May 08, 2004 1:32 pm
- Forum: Discussion
- Topic: Fighter bomber revisited..
- Replies: 13
- Views: 2797
Fighter bomber revisited..
Was toying around with the fighter bomber scenery file, swaped its model over with HHT after compiling it with tool and guerilla for the banshee and found somthing i havent noticed with it befeore. The thrusters work even though i just changed the model only no animation triggers or anything. Was ki...
- Fri May 07, 2004 8:22 pm
- Forum: HEK General
- Topic: HEK... debate, state your opinion, most say it sux.
- Replies: 49
- Views: 7849
I like it, and so far having a blast finally having a chance to envision awsome levels, i have done a lot of editing in lots of games and so far this kit is the best set of tools i have used this far. Its kinda difficult getting started, but after all the work done here on halo mods alreayd its maki...
- Mon May 03, 2004 3:53 pm
- Forum: HEK General
- Topic: HEK Hype\Rumors
- Replies: 18
- Views: 4260
- Wed Apr 28, 2004 2:43 pm
- Forum: Art Studio
- Topic: My perfected m16 A2 model
- Replies: 43
- Views: 3664
shrink it up some along the x axis, its a lil long, and what sthat green thing inside the scope? ;0. And one more thing the sighting on your first person graphic is nice, but the sight dosent seem to be on your 3rd person model from those screenshots the one on teh end of the barrel that is not the ...
- Wed Apr 28, 2004 10:36 am
- Forum: Programming
- Topic: adding seats/weapon firemodes
- Replies: 27
- Views: 3188
It hit me the other day of a simple way to add a grenade laucnher to a lets say m16 or ak-47, its gotta lot things to work out, but you can easily swap models in and animation triggers and such for th eplasma pistiol, with a little tweaking of the weapons attributes you can get a simple conversion t...
- Tue Apr 27, 2004 4:50 pm
- Forum: Programming
- Topic: Heal gun?
- Replies: 21
- Views: 4441
- Mon Apr 26, 2004 4:53 pm
- Forum: Modding Discussion
- Topic: Switching MC with other bipeds for mp
- Replies: 13
- Views: 1357
- Mon Apr 26, 2004 4:46 pm
- Forum: Hardware & Software
- Topic: problem
- Replies: 10
- Views: 1223