i thought there was a guy who made them fire to the side then towards target/ thanks on the idea with the exhaust
cptkeyes
yea me and canadaman had talked about that part he had thought it would be funny to use human sacrifices instead since we are tradeing crystal for population but yea dont think flood as pirates would work
right now im moding the Hacyon cruiser for the halo mod and i was adding the exhaust and missles today when i ran into 2 problems 1. when adding the null points and made the arrow face out for weapons (in this case my missles) and i loaded it up the missles just traveled straight through my ship instead of out then going to target 2.is it possible to add more then 1 type of exhaust cause i got the 2 main engines but i need to add exhuast for the 4 smaller ones
i was think of just making the flood of having a mixture of covy and human ships but they be less as strong
its in the player portrait window file and did you load it in tga format and all
i understand with the fleet logistics point ,but thats something we can mod a lot easier thought i did like the idea with the whole self repair ,cause all ships have a limited amount of repair capabilities ,cradles had the fastest repair rate in the fleet and is the only thing close to a refit station that we know of yes the SMAC platforms had repair abilities but nothing near a cradle and i don't want to be in a battle an all my antimatter is gone on repair
yea i got threw parts of it but still confusing i look forward to the tutorial are you uncluding pictures as well
Sparda son i am working on the cradle not canadaman but yes these ships where huge and are the only refrence to repair stations in halo able to fully refit a cruiser in 1 hour im sure evry thing will be worked out its still in its infant stages the problems i have faced is giving the station enought antimatter you gotta give it some for repair and for its guns and for fighters i cant just give it an isane recharge on antimatter cause thats not realistic they gotta run out of shells some times an
it will be a ship but some what slow and be able to have the same range as a refit station there where 3 at the battle of reach used as sheilds but still it should be able to double
yes i understand the need for haveing hangers and defense for your planet but we gotta draw a line some where imagin haveing 15 frigates 2 carriers 12 or so SMAC Platforms and some other capital ships not to mention the attacking force you wouldnt be able to see what was going on and for what just so we could stay realistic [quote]last time I checked Cradle was a SHIP, not a station[/quote] well when was the last time you checked cause it says planily here "the Cradle was a UNSC refit statio
so i specify what weapon i want in the xsi mod tool cause i notice you name the nulls like exhaust and weapon 1 and so on would name it like P001-weapon-1 what would i say for the weapon if i wanted missles to come out of the null point
god that sounds difficult so by place "nulls" it reconizes it as a weapon slot and by putting the weapon in the entity file place the certain wepon there
listen guys im not arguing that there wherent bays and such in SMAC platforms im just saying it would way to amny things now with fighters cruiser and capital ships for SMACS to have them also and if we do make SMAC platforms with fighter bays we probally will reduce the squad sizes to 2 maybe 3 fighters
how do you put mesh points on ship? for engines and guns? is there a tutorial out there for it
ok i know when i put the new ship into sins its black cause there is no texture how do i go about changeing that i have search and cant find a good tutorial
how many races you got right now cause i added a new one and it bump the vasaris right off
HAPPY B_DAY DUDE SHOULD HAVE TOLD ME GOD
[quote]1: SMAC platforms ARE doubling as hangars, I know that much for sure. I just assumed they would double as repair stations since they could dock frigates, and destroyers, and would have full repair crews onboard.[/quote] Me and Canadaman are working on this mod and dinoff is helping also as of right now we ARE NOT doubleing the Platforms as a repair station and im gonna let you know why just so you will stop saying it i currently have right now a model for the UNSC cr
yes i have already made them but as far as taht goes you gott look in the window folder for the player race if your makeing a new race find the file that tells you the cordinates for the other portraits you gotta include the very top left start of where your portraits are for example if you look and it tells you where the tech starts its probbaly the 0,0 cordinates meaning it starts at the very top of the page and so on
you mean the ones that pop up when you make something are you pasting over are adding anew section
of first of all the smac guns are not doubleing as repair and hangers so dont assume things secondly you didnt hear what i said the covenat can jump any where in a grav well meaning they can jump behind the mac guns we probally have to increase the size of grave wells so they can wait out side a kill zone also yea they are powerful but you also forget mac didnt always hit there targets and sometimes they will shoot the same target so the whole overpowering thing is not an accurate stament
yea but when i look at the prefix for tech its spelled TECH and for the capital ship its spelled Tech and TECH wont work so i dunno ill look at danmans mod and see
yea we where talking about adding a fourth line of ship values tho but im thinking now the only way to add a fourth race is to just mac a TC mod but it would eliminate a race
well with in systme jumps they wouldnt be and yes and reach willl ave ALOT of tactical slots earth needs to be almost un capture able but "ALMOST" the cluster would be really powerfulto any frontal attack ship but they will turn really slow so if the covenant did an in grav well slipspace jump then they will be vulnerable
thats dosent change any thing cause it has to be spelled like this for tec "Tech" fot the capital ship names not TECH witch is wat the parseprefix is for tec