Dinoff

Closer to Halo

Closer to Halo

When i got the game i imediatly realized that this was similar to Halo.  therefor i wanted to mod it to be closer to it.  the first thing i did was remove tec shields and lasers from the capitol ships.  after that i gave all tec cap ships missles.  the advent now have better base weapons, stronger beams and plasma.  im still working and need advice and help.   i posted my starting work on the downloads section. there are no pics yet since im a noob and dont know how to make screenshots. i just  posted it this morning so it wont be up immediatly

148,060 views 84 replies
Reply #51 Top
Do you have a copy of an old revision of the files you are working on?

If you have Vista as your OS, you may be able to retrieve a backup of it if you've lost all changes from the time when the autocast worked properly.
Reply #52 Top
it works ive found the answer. ill post the data after ive done more testing.
Reply #53 Top
ok now that im just balencing the mod(all covenant ships will have the same shield amount diferent mitigation. theres no way a few frigates withought nukes could destroy a capitol ship.) i now need some suggestions on what do since the shields are almost done. heres whats still open to mod: plasma torps, plasma projector, mac gun for all frigates, making the shielding mod work on frigates, making new skins on the advent cap ships.
Reply #54 Top
Er... should all frigates have MACs? I would think only Caps and Heavy Cruisers would have MACs.

Nukes aren't everything. Especially in space.
Reply #55 Top
So what did you do with the shields that they need to be the same shield for every ship?
Reply #56 Top
well i had to change the line aiUseTime "OnlyInCombat"
aiUseTargetCondition "OnlyWhenManyTargetsHaveShieldDamage"
and that seems to do it. it also needs to be set to the max shield points after all upgrades have been gained.

and i agree only the heavy cruisers should have it but also i want at least one weaker version on the light frigate. i know nukes arent everything but they are the most powerful weapon in the human arsonal.
Reply #57 Top
Are you going to equip the Marza with a NOVA bomb-style ability? Something to completely obliterate an enemy planet in one shot. Kinda like a mobile Novalith thing.

And frigates should get some kind of magnetic acceleration weapon. Maybe not as powerful as the one on a cruiser or capital, but something to give them some teeth.
Reply #58 Top
Hmm, I always thought the Novalith was seriously underpowered when considering the explosion and damage. I remember in Act of War: Direct Action, firing a Nuclear missile or a Tacit Rainbow Missile, and following the path it took would reveal some of the fog of war. Perhaps you could do both? Get a more awesome explosion, increase cooldown time, increase build time.cost, and who knows, perhaps even force the player to buy missiles for each launcher, but with the goal of massive destruction in mind. That would keep things balanced, and perhaps add a new side to gameplay.

But I'm getting ahead of myself here, and I don't think that's how it would work in Halo, but just a thought.

I don't think mobile artillery would stick to the Halo-ness, but that's a new dimension to gameplay which would be uber-awesome.
Reply #59 Top
Basically, I was thinking a Marza ability that does like 10,000 planet damage with the most awesome explosion effect ever, with a mushroom cloud the size of a colonizable asteroid hovering over the impact site.

It would be a level six ability, take most of its antimatter, and have a 3 minute cooldown. However, it would be well worth it just to see the explosion.
Reply #60 Top
i have an idea. have you seen the shot from the novilith its amazing i could make that the plasma torpedo
Reply #61 Top
What is close to Halo?Advent are close to Covenant with curvy ships, plasma, beams, pulse lasers and advanced shields. Did I mention they are fast also?TEC are very UNSC with thick-ass hulls and armor, missiles, autocannons, railguns, Gauss platforms, and bricks for ships. Did I mention they are slow?Need I say more?


Yes, because none of those are unique to Halo at all.

I mean, all of those things have been in countless Sci-Fi books, games, and movies before Halo ever came into exsistance.
Reply #62 Top
What is close to Halo?Advent are close to Covenant with curvy ships, plasma, beams, pulse lasers and advanced shields. Did I mention they are fast also?TEC are very UNSC with thick-ass hulls and armor, missiles, autocannons, railguns, Gauss platforms, and bricks for ships. Did I mention they are slow?Need I say more?Yes, because none of those are unique to Halo at all.I mean, all of those things have been in countless Sci-Fi books, games, and movies before Halo ever came into exsistance.


...but Halo is awesome thus your arguement is rendered useless.

Halo ftw!!!!
Reply #63 Top
if you dont have any positive input then get off my thread and go post in the genereal topics section.
Reply #64 Top
i have an idea. have you seen the shot from the novilith its amazing i could make that the plasma torpedo


No, its definitely not a plasma weapon. It just looks too human. It has a big ball at the front, with a nice long trail of death streaming from it. In short, it looks like a MAC round.

Basically, I was thinking a Marza ability that does like 10,000 planet damage with the most awesome explosion effect ever, with a mushroom cloud the size of a colonizable asteroid hovering over the impact site.

It would be a level six ability, take most of its antimatter, and have a 3 minute cooldown. However, it would be well worth it just to see the explosion.


Idea to implement a NOVA bomb style weapon of total devastation. The Novalith cannon projectile would be perfect for this. Too bad the UNSC didn't have Tremblor bombs.

Oh well, at least the Wing Commander mod will hopefully let you send Blair down to blow their planet up with a planet-wide earthquake measuring 1,000,000 on the Richter scale.

Reply #65 Top
if you dont have any positive input then get off my thread and go post in the genereal topics section.


Me or him? Sorry if it's me, I got carried away. Oh i think i can take a crack at the shield regeneration ability though. Can you send that file me way so i can have a look at it? besides i need to implement something similar in my mod anyways :p
Reply #66 Top
no its him(sorry for not specifying canada, your allowed to defend the idea). hes the second guy to ask that and i dont want this turning into another halo debate.
Reply #67 Top
ability

TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffShieldRestoreActivate"
effectInfo
effectAttachInfo
attachType "Center"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "OnlyInCombat"
aiUseTargetCondition "OnlyWhenManyTargetsHaveShieldDamage"
onlyAutoCastWhenTargetShieldDamageExceedsAmount
Level:0 350.000000
Level:1 350.000000
Level:2 350.000000
isAutoCastAvailable TRUE
isAutoCastOnByDefault TRUE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
isPassive FALSE
antiMatterCost
Level:0 10.000000
Level:1 0.000000
Level:2 0.000000
cooldownTime
Level:0 40.000000
Level:1 0.000000
Level:2 0.000000
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_SHIELDRESTORE_NAME"
descStringID "IDS_ABILITY_SHIELDRESTORE_DESCRIPTION"
hudIcon "HUDICON_ABILITY_SHIELDRESTORE"
smallHudIcon "HUDICON_ABILITY_SHIELDRESTORE"
infoCardIcon ""

buff activate

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayPersistantBeamEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
hasWeaponEffects TRUE
weaponEffectAttachInfo
attachType "Center"
weaponEffectImpactOffsetType "RandomMesh"
canWeaponEffectHitHull TRUE
canWeaponEffectHitShields FALSE
weaponEffectsDef
weaponType "Beam"
burstCount 1
burstDelay 0.000000
muzzleEffectName ""
muzzleSoundMinRespawnTime 0.100000
muzzleSounds
soundCount 1
sound ""
hitEffectName ""
hitHullEffectSounds
soundCount 1
sound ""
hitShieldsEffectSounds
soundCount 1
sound ""
beamEffectSounds
soundCount 1
sound "EFFECT_SHIELDRESTORE_BEAM"
beamGlowTextureName "CapitalAbilityShieldRestore_Glow"
beamCoreTextureName "CapitalAbilityShieldRestore_Core"
beamWidth 250.000000
beamGlowColor ffffffff
beamCoreColor ffffffff
beamTilingRate 3.000000
instantAction
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "OnDelay"
delayTime 20.000000
buffType "BuffShieldRestoreOnTarget"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"


target

TXT
entityType "Buff"
onReapplyDuplicateType "ReplaceWithNewBuff"
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
buffInstantActionType "PlayAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalAbility_ShieldRestoreTargetActivate"
largeEffectName "CapitalAbility_ShieldRestoreTargetActivate"
soundID "EFFECT_ADAPTIVESHIELD"
instantAction
buffInstantActionType "RestoreShieldPoints"
instantActionTriggerType "OnDelay"
delayTime 0.000000
shields
Level:0 2000.000000
Level:1 0.000000
Level:2 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
finishConditionType "AllOnDelayInstantActionsDone"
Reply #68 Top
i have not touched visari i dont use them at all. i like some of their abilities but thats it. if i can i want to use some of their tech tree for the advent. i hope nobody cares and i gave credit where it was due, but i stole the direct phase jump mod and added it to mine. to put emphesis on keeping worlds hidden from enemies. the advent also have a faster phase jump speed and startup to let them chase retreating ships. and i check this post frequently to give a swift reply.


lol u STOLE the mod :P? naughty... i would've just asked, and start stealing if i dont get a reply after like a month :P
Reply #69 Top
Well, plasma's plasma. I don't think it would be very missile-like, although to me, you don't see any actual components, and the way the cannon launches the warhead, by charging up and then firing across the rails, doesn't seem like a missile or a plasma shot to me.

Und, I've got my first alpha release of my mod out; I'll begin work on music here as soon as possible.
Reply #70 Top
the first release of closer to halo will be up for download in several days in the downloads section if anyone wants a copy sooner email me at [email protected]. this is my beta release withought the shield mod because i was sick of messing with it.
Reply #71 Top
What exactly do you plan on doing with the shields, again?

'[email protected]'

You scare me sometimes, Dinoff. =)
Reply #72 Top
Well, there was a Saturday Night Live thing involving something like that.

All I can say is, hilarious it was.
Reply #73 Top
robert dinero doing the terrorist list. the shield mod was meant to recharge shields to full after being taken offline. thus making the ship invulnerable again. the parameters for the recharge are shields being taken ofline after a period of time. or create a recharge interval allowing for shields to be taken offline. i can do the latter but i prefer the first option. to be honost i might just leave it and wait for the other group to finish with the full coversion.
Reply #74 Top
I *think* you should be able to get the effect you want by having your ship spawn a buff on itself, which then spawns the actual restore buff after a set delay. See the various Malice files for details on doing that sort of thing.
Reply #75 Top
I *think* you should be able to get the effect you want by having your ship spawn a buff on itself, which then spawns the actual restore buff after a set delay. See the various Malice files for details on doing that sort of thing.


The problem is when its autocast I belive, the timing is pretty easy but it will autocast at 95% shield which dons't reflect the requirments he specified.

Unfortuantly there is no "shield damage %" check, which would make this trival. There is quite a few things like this 'missing' form the ability system.