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-=Weapons Depot=- by DoorM4n *Video Update*

Weapon Tag Repository for Your Mods

#1 User is offline   DoorM4n 

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Posted 07 July 2014 - 05:45 PM

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Hey Guys!

Today, I release something that I hope will simplify the process of making a mod. As we all know, taking up a mod is a really tedious process and just thinking about making a full mod sounds exhausting. But! I really enjoy modding! I really enjoy the aspect of designing a map: making what seemed familiar into something new. I imagine y'all enjoy that aspect a lot as well. The frustrating parts for me were getting the weapons correct. The weapons, whereas fun seeing the production stages, can be some of the most troublesome and frustrating aspects. I know modding is not the most popular thing these days, but I hope to spark some renewed interest in it. I hope that y'all may feel compelled to make some map skins or create some tactical combat situations. Whatever it is, we'll be happy to see it.

I have released here 28 new weapons--most from Counter Strike Source. Yup, 28! All weapons are completely independent of each other--except for some minor tags (including HUD)--and almost all have custom sounds and custom HUD. I made this because I hope to simplify--in my opinion--one of the most troublesome parts of modding. I find the most pleasure in making a new atmosphere and ambiance for my maps. With these weapons, you can focus on making a new ambiance without the hassle of weapons. (Starting to sound like a TV salesman) These weapons would go really well with a simple map skin or an all out mod. Just save the meta and build!

Steps to Use the Weapons
1. Patch Ascension using SPPF or Serenity
2. Open Ascension in the provided Entity 2.1.15 (thanks to troymac1ure)
3. Go itmc tag and select the weapon you want.
4. Select Recursive, Parsed, and Sound. Save Meta.
5. Then open your own map and build meta!
6. Be sure to then link the itmc in the scnr tag!
Tweak minor variants in the weapons if interested.

Feel free to use any or all of these weapons in your maps! Hope y'all find a good use for these!

Here is the weapon list:

Handguns
Glock
USP
P228
Desert Eagle
Five-Seven
Elite Beretta

Shotguns
M3 super 90
Auto-Shotgun Xm1014

Sub-machine Guns

MAC10 - Uzi
TMP
MP5
UMP
P90

Assault Rifles
Galil
FAMAS
AK47
M4A1
SG552
AUG

Sniper Rifles
AWP
Scout
SG550
G3/SG-1

Machine Guns
M249
Minigun (not from CS)

Miscellaneous

CS Frag Grenade Variant
Knife
Parachute (not from CS--hold R while looking down and falling)

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Video of the Parachute
https://www.youtube....eature=youtu.be

Thanks y'all!
Couldn't had made this without Bungie, Entity, CounterStrike Source, ADI, DotHalo, and Remnantmods!

This post has been edited by DoorM4n: 12 September 2014 - 05:25 PM


#2 User is offline   kornman00 

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Posted 08 July 2014 - 01:37 PM

Cool, when will you port to MCC :P?

Any video of the parachute? Does it actually reduce your descent speed?

#3 User is offline   nintendo9713 

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Posted 08 July 2014 - 04:18 PM

I'm also interested in that parachute!

But this is awesome though.

Are all these weapons by default on the map or do I have to load them in with swaps myself to try every one?

#4 User is offline   DoorM4n 

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Posted 08 July 2014 - 05:16 PM

View Postkornman00, on 08 July 2014 - 01:37 PM, said:

Cool, when will you port to MCC :P?

Any video of the parachute? Does it actually reduce your descent speed?


If you can figure out how to play the MCC on an original modded Xbox, I'll mod it! :lol: I don't foresee myself dabbling in Xbox One modding.

Here's a quick vid for ya:
https://www.youtube....eature=youtu.be


---------

Oh, and nintendo9713, you can load the map and test all the weapons. They are placed around the map. :)

Im tweaking falling damage on the map to accompany the parachute effect. If I can get it working as I want, I will update the patch to include fall damage and a tutorial for making it.

This post has been edited by DoorM4n: 08 July 2014 - 05:23 PM


#5 User is offline   kornman00 

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Posted 09 July 2014 - 02:00 PM

Heheh, that's pretty awesome, nice touch with Fly Away too

#6 User is offline   nintendo9713 

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Posted 09 July 2014 - 04:24 PM

That is awesome. Is it considered a weapon so you can't shoot while floating down?

Also would you mind briefly explaining how you set it up? I only did scripting in Halo 1 and could understand if this was a Halo: CE thing but I'm curious which tools you used for Halo 2.

#7 User is offline   DoorM4n 

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Posted 09 July 2014 - 04:35 PM

View Postnintendo9713, on 09 July 2014 - 04:24 PM, said:

That is awesome. Is it considered a weapon so you can't shoot while floating down?

Also would you mind briefly explaining how you set it up? I only did scripting in Halo 1 and could understand if this was a Halo: CE thing but I'm curious which tools you used for Halo 2.


The parachute is a weapon, and you have to fire the gun (aka parachute) to make it work. It is an incredibly easy process that creates the illusion of the parachute working. I supplied the Entity program that I used to make the effect in the download. Go into the !jpt tag of the parachute and go to needler_trigger and scroll down the meta editor until you find instantaneous acceleration. I adjusted that to give me gentle lift as I shoot the gun.

#8 User is offline   nintendo9713 

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Posted 16 July 2014 - 06:11 PM

That's some out-of-the-box thinking. Llama_Juice & I have been playing some GTA5 lately, he tried to invite you to our party the other night. You should join us sometime (even if it's just a party chat).

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