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Revamped Stealth Generators [message #19577] |
Fri, 09 May 2003 06:21 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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This is just a model you need to setup the script zone and center it around the model this is a sort of location identifier. so you know a zone is there but not of how big the zone is or what is being stealthed inside it ..... hahaaha
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Revamped Stealth Generators [message #19582] |
Fri, 09 May 2003 07:06 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Majiin Vegeta |
Halo38 | This is just a model you need to setup the script zone and center it around the model this is a sort of location identifier. so you know a zone is there but not of how big the zone is or what is being stealthed inside it ..... hahaaha
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sounds kewl
like to see this on sum maps
do you uncloak if you shoot while in the zone?
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I would think so, I assume the zone works like if you had the SBH stealth suit on. general havoc has tested it and he can confirm the exact details.
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Revamped Stealth Generators [message #19610] |
Fri, 09 May 2003 11:05 |
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General Havoc
Messages: 1564 Registered: February 2003 Location: Birmingham, England, Unit...
Karma: 0
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General (1 Star) |
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If halo releases them, they are really simple to set up. I have a tutorial at http://generalhavoc.port5.com/tutorials/sbhgen.htm basically you just replace the Daves Arrow i used with the stealth generator model. The model should be added as an object not a tile as tiles are not "pokeable" meaning they can't be destoryed. Also you cannot attach scripts to a tile.
_General Havoc
Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer
Computer Science Bsc
Aston University in Birmingham, UK
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Revamped Stealth Generators [message #19613] |
Fri, 09 May 2003 11:20 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Blazer | Is the generator itself always visible, and I assume if the enemy destroys it, everything in its zone decloaks.
I imagine stealth zones would be havens for snipers
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Yes the generator is always visable, They can be setup to be destroyed and the zone deactivates.
True, if I were a sniper i'd be in a stealth zone, some thought needs to be considered when placing them, but think of this...... they would be perfect for hourglass if placed in the base, when nod wants to build up a flame tank rush and keep them a secret, without having one guy constantly shouting "get behind the hand!! get behind it now!!"
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Revamped Stealth Generators [message #19691] |
Fri, 09 May 2003 19:59 |
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Slicer_238
Messages: 361 Registered: May 2003
Karma: 0
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Commander |
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I smell something close to a PS AMS, all you need to do is make it a spawn point with pt's and it would almost mimic it completely cept that it is not mobile.
May Trey rest in forever bliss and happiness.
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Revamped Stealth Generators [message #20008] |
Mon, 12 May 2003 03:26 |
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why would u want the vehilces to turn invisible when there empty? if they turned invisible u would not be be able to find then. Unless they do the like team invible, where its fully cloaked for the other team and pnly parcial for ur team.
Modern Warfare site: http://modernwarfare.tk
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