Hunters must deploy to shoot...It's a clunky system but the engine can be clunky sometimes and I really don't think there is another way about it... But, when they aren't deployed, they attack with the shield.
Clunky sometimes? Try getting to code in [CENSORED] while not messing up [CENSORED] ang getting what you want to work perfectly while not giving up [CENSORED]...
Its too bad most of the cool stuff I've done is under wraps :(
Looks purty, but you seem to be missing the Hunter's shadow. Unless that's what graphics you play on. My computer can run some ridiculously powerful engines no-lag, but refuses to generate shaders for this game, while still generating shaders for EaW >_<
The shadow is there. I have a pretty powerful rig myself (I have to for 3D rendering). The problem is that the default maps in EaW have bad lighting and shadows are set to a very light shade...which makes them hard to see.
You could use the Rancor's smash vehicle ability, and make it so it targets vehicles and infantry at close range. I haven't tried this yet with ranged units, but it may work. Also, this would make the Hunters behave more Hunter-ey like they would in the original games. If you get to close they may smash you, or they may turn suicidal and blow you away then and there.
The Hunters actually have this behavior already. You must manually deploy them to make them shoot but they will undeploy automatically if a unit gets too close and then they will proceed to smash it :)
Have you tried them without the deploy/undeploy? This may actually work if you give their cannon a minimum firing range (you can get this off of the AT-AT and artillery). If the targeted unit is within x-y units of the Hunter, it shoots. If it's too far, the Hunter moves forward and shoots. If its to close, the Hunter moves in and smashes.
Thought of one problem though...that is that in order for this to work, every unit would have to walk with their guns always pointing forward...which looks funny. I would LOVE for Spartans and all units to be able to melee and shoot...just don't think this engine can pull it off.
The way the units hold their guns and use them for the melee all has to do with how you rig the animations. If you look at the original Rancor model, you can see that it has its hands in one position, but then you can move them in anyway so long as you name the animation correctly for the attack.
That rancor doesn't shoot...that's why it works for that. If every marine or other unit always ran or stood with their gun facing forward (which it would have to do in order for the projectiles to actually shoot the right way) it would be very odd. The gun wouldn't face forward when the unit was in melee but it would in every other case...does that make sense?
*** tastic....
sticky...
zomg.. did it just single-handedly take down a scorpian? o_O
probably not...they couldn't in any of the halos
I was playing on easy for the sake of getting out a screenshot quickly...so, on easy, a hunter can take out a scorpion ;)
Do the hunters come in pairs or just single units?
looks like he is missing an arm :P
lolz
Have you tried fraps or hypercam?
I thought Fraps wasn't free... I haven't tried hypercam though.
The Hunter's boots look like UBER HEAVY DUTY BOOTS. Really good Lekgolo worm texture.
Thanks! I was quite happy with the way the worms turned out too :)
SMASHTASTIC!!!!
indeed!
Wait, it did smash with the shield, right? Because based on the hunter's position it looks like it could've smashed and shot just the moment before.
Hunters must deploy to shoot...It's a clunky system but the engine can be clunky sometimes and I really don't think there is another way about it... But, when they aren't deployed, they attack with the shield.
Clunky sometimes? Try getting to code in [CENSORED] while not messing up [CENSORED] ang getting what you want to work perfectly while not giving up [CENSORED]...
Its too bad most of the cool stuff I've done is under wraps :(
Looks purty, but you seem to be missing the Hunter's shadow. Unless that's what graphics you play on. My computer can run some ridiculously powerful engines no-lag, but refuses to generate shaders for this game, while still generating shaders for EaW >_<
The shadow is there. I have a pretty powerful rig myself (I have to for 3D rendering). The problem is that the default maps in EaW have bad lighting and shadows are set to a very light shade...which makes them hard to see.
You could use the Rancor's smash vehicle ability, and make it so it targets vehicles and infantry at close range. I haven't tried this yet with ranged units, but it may work. Also, this would make the Hunters behave more Hunter-ey like they would in the original games. If you get to close they may smash you, or they may turn suicidal and blow you away then and there.
The Hunters actually have this behavior already. You must manually deploy them to make them shoot but they will undeploy automatically if a unit gets too close and then they will proceed to smash it :)
Have you tried them without the deploy/undeploy? This may actually work if you give their cannon a minimum firing range (you can get this off of the AT-AT and artillery). If the targeted unit is within x-y units of the Hunter, it shoots. If it's too far, the Hunter moves forward and shoots. If its to close, the Hunter moves in and smashes.
Actually you'd have to make the gun a hardpoint, and put the minimum firing range there, and give the unit a minimum range of 0.
I'll play around with this and see what happens. Thanks for being a think tank for me ;)
No problem. Also, you could use this so that Spartans and (maybe) individual marines could use melee and normal attacks.
Thought of one problem though...that is that in order for this to work, every unit would have to walk with their guns always pointing forward...which looks funny. I would LOVE for Spartans and all units to be able to melee and shoot...just don't think this engine can pull it off.
The way the units hold their guns and use them for the melee all has to do with how you rig the animations. If you look at the original Rancor model, you can see that it has its hands in one position, but then you can move them in anyway so long as you name the animation correctly for the attack.
That rancor doesn't shoot...that's why it works for that. If every marine or other unit always ran or stood with their gun facing forward (which it would have to do in order for the projectiles to actually shoot the right way) it would be very odd. The gun wouldn't face forward when the unit was in melee but it would in every other case...does that make sense?
Well, here I'll just have to trust your modeling superiority, as I have no experience with modeling, only coding, mapping, and texturing.
Thats epic.
it would be cool to not have to use deploy thingy but if a hunter undeploys to kill the enemy up close, I'm happy:)
stupid keyboard not typing properly!
Yeah, I would rather not have to use it either... We'll see what I can do.
i wouldnt mind see an video of the units and their animations :D
very cool