we all love this mod so do us all a favor and update it for 1.6.2
Not trying to sound harsh, but if you bothered to read the post at the top of this page, it clearly states that Chief has a lot of stuff to do, so it's not like he can simply drop what he is doing and update it..
we all love this mod so do us all a favor and update it for 1.6.2
Not trying to sound harsh, but if you bothered to read the post at the top of this page, it clearly states that Chief has a lot of stuff to do, so it's not like he can simply drop what he is doing and update it..
Yeah, especially when you find out, after you try and make the mongoose's controls mp compatible and revert the changes, that the mongoose is now broken with NO errors and no clue as to what is different which is the problem... oh, and no backups since the last update (1.4.7) >_>
As they said multiple times, they are really busy with updating and other stuff. It takes up alot of time. Give them some time, I mean, the Aether took like what? 9 months to update to 1.6.2?
ya, i just read through it all and felt dumb about posting this. lol
Wow Thanks a lot
I created this account to thank you haha
However, I noticed one question: I have added this mod to the 1.5.2 FTB unleashed pack. It all works great, except that nearly half of the blocks doesn't show a crafting recipe in NEI (for example the forerunner blocks and all the weapons) Is this a glitch or is it supposed to be like this? And if it is not a glich, how can I get them in survival mode?
Btw: will headshots be added c:
Yeah, i've thought about headshots before, idk, unlikely imo.
The guns nor the forerunner blocks are craftable, many blocks are not...
However, the guns and other special non craftable items can be found in crashed pelicans that generate.
Generate, where? You ask. They generate in flat areas in the overworld except for swamp biomes (didn't work there very well). And recently it was discovered that the pelicans generated like crazy in superflat worlds, so now they don't generate there anymore (soo many that it causes crashes)...
Good to know my mod is compatible with others, and the dedicated server...
By the way, will you be adding any new vehicles (such as the ghost) or new weapons once 1.7 comes out or when you are able to update again?
No idea, some new things will probably be added cause i got another coder, and another asking (yet to reply to), so they'll probably have some stuff to add
Okay.... I wanted to ask if you could learn me how to make a gun if you know how to code that for 1.6.2/1.7
I'm currently making a Walking Dead Mod but all I can make for custom 'shooters' are just a bow with no addons, a 1-hit KO shotgun which uses shotgun shells and shoots arrows and it's like a carbine. I would really appreciate it if you could help me out.
What i did (i am recoding the entity and render classes) is just copy the arrow entity and render classes and create a new item that spawns them in as well as registering the entity and render etc... then removed a few unwanted arrow things and understood the code and modified it to suit.
you didn't say exactly what your problem was but i remember having a problem where when the bullet hit an entity, any bullet hitting the entity also very soon afterwards would be wasted as it wouldn't count as a hit due to the damage cool down. just set it as 0 when the bullet hits an entity and multiple other fixes and modifications... THAT should fix your shotgun problem...
Oh and i've been looking at your mod to see what experience you've got, and i figured i cant even install forge 1.6.4... the auto installer doesn't even execute/open... damn forge...
You guys and the guys from minecraft combat evolved should link up. They got working energy shields and motion sensors for spartan armor. Also working forerunner lightbridges and forerunner light walls. Adding in that their guns are 3d. (Not advertising just saying cause it would suck to have to have 2 different halo mods to get certain features)
EDIT: Actually, I don't understand any of that. Or Ill try to look up a tutorial, which I have been doing for the past days, or maybe I could copy you're code and try to understand it :3
Since i hadn't finished the coding/updating of the bullet code, i decided to swap to the EntityThrowable class instead of EntityArrow, its much better that way. So there is no need to copy my code, just copy the EntityThrowable class, remove its abstract property, and copy the snowballs onImpact method in then customize/run it. Really, its not that hard. Don't forget to do what i said earlier and also you could change the speed of the projectile and how much gravity affects it etc...
copy the arrow render class and create a new item that spawns them in as well as registering the entity and render etc.
you didn't say exactly what your problem was but i remember having a problem where when the bullet hit an entity, any bullet hitting the entity also very soon afterwards would be wasted as it wouldn't count as a hit due to the damage cool down. just set the damage cool down to 0 when the bullet hits an entity. THAT should fix your shotgun problem...
Killer chief please make this great mod for 1.6.2 because I just bought minecraft and I have the 1.2.5 launcher and I need the old launcher to install Halocraft 1.5.2.So please Killer chief make this super awesome mod for 1.6.2.
Jesus f()cking christ he is working on it, read the previous posts and stop dickheading about updating the mod. I know a modder that stopped doing things because so many people asked for it without reading the previous posts.
P.S:I think we all like the Halo series otherwise we wouldn't come here...
I think you should chill a bit... just ignore the people who ask for updates!
And I made a gun, one thing that I can't seem to do is the speed of the bullet and the fire delay. Semi-auto shotgun to the maximum!
Also I am making a Halo map (not an adventure,just like a PvP map) could I do that you need this mod when it's updated to play? It will probaly take a loooong time, I don't have much patience in building maps
i hope you use eclipse, makes coding easier...
maybe you should look at the bow and arrow classes more and see the parameters that are passed on to the arrow class.
Clues: - EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F);
- this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F); //also controls accuracy!
Yeah, i still have a few maps lined up almost ready to go...
I've read some people ask for a Headshot code... i've seen so many gun mods, and the only mod i've ever seen that had a Headshot mechanic was MineZ, and im not even sure if it was randomly given or actually based off the position.
So, i tought, can you put a collision code in the projectiles that checks if their position is high enough in comparison to the target entity and tell if its a headshot or not...? (That wouldnt work with special mobs though, like spiders or even Ghasts.)
Not trying to sound harsh, but if you bothered to read the post at the top of this page, it clearly states that Chief has a lot of stuff to do, so it's not like he can simply drop what he is doing and update it..
Yeah, especially when you find out, after you try and make the mongoose's controls mp compatible and revert the changes, that the mongoose is now broken with NO errors and no clue as to what is different which is the problem... oh, and no backups since the last update (1.4.7) >_>
http://halocraft.glitchyscripts.com/
ya, i just read through it all and felt dumb about posting this. lol
<a href='http://internetometer.com/give/44370'><img src='http://internetometer.com/imagesmall/44370.png'/></a>
Well you thoght wrong!
The 1.5.2 Update has now shipped!
http://halocraft.glitchyscripts.com/
Yeah, i've thought about headshots before, idk, unlikely imo.
The guns nor the forerunner blocks are craftable, many blocks are not...
However, the guns and other special non craftable items can be found in crashed pelicans that generate.
Generate, where? You ask. They generate in flat areas in the overworld except for swamp biomes (didn't work there very well). And recently it was discovered that the pelicans generated like crazy in superflat worlds, so now they don't generate there anymore (soo many that it causes crashes)...
Good to know my mod is compatible with others, and the dedicated server...
http://halocraft.glitchyscripts.com/
By the way, will you be adding any new vehicles (such as the ghost) or new weapons once 1.7 comes out or when you are able to update again?
I am aware, I just wanted to see what may or may not be coming within the next few versions.
No idea, some new things will probably be added cause i got another coder, and another asking (yet to reply to), so they'll probably have some stuff to add
What i did (i am recoding the entity and render classes) is just copy the arrow entity and render classes and create a new item that spawns them in as well as registering the entity and render etc... then removed a few unwanted arrow things and understood the code and modified it to suit.
you didn't say exactly what your problem was but i remember having a problem where when the bullet hit an entity, any bullet hitting the entity also very soon afterwards would be wasted as it wouldn't count as a hit due to the damage cool down. just set it as 0 when the bullet hits an entity and multiple other fixes and modifications... THAT should fix your shotgun problem...
Oh and i've been looking at your mod to see what experience you've got, and i figured i cant even install forge 1.6.4... the auto installer doesn't even execute/open... damn forge...
http://halocraft.glitchyscripts.com/
Check out my mod idea! http://www.minecraft...r-with-bending/
Since i hadn't finished the coding/updating of the bullet code, i decided to swap to the EntityThrowable class instead of EntityArrow, its much better that way. So there is no need to copy my code, just copy the EntityThrowable class, remove its abstract property, and copy the snowballs onImpact method in then customize/run it. Really, its not that hard. Don't forget to do what i said earlier and also you could change the speed of the projectile and how much gravity affects it etc...
http://halocraft.glitchyscripts.com/
P.S:I love the Halo series
I think you should chill a bit... just ignore the people who ask for updates!
i hope you use eclipse, makes coding easier...
maybe you should look at the bow and arrow classes more and see the parameters that are passed on to the arrow class.
Clues: - EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F);
- this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F); //also controls accuracy!
Yeah, i still have a few maps lined up almost ready to go...
http://halocraft.glitchyscripts.com/
So, i tought, can you put a collision code in the projectiles that checks if their position is high enough in comparison to the target entity and tell if its a headshot or not...? (That wouldnt work with special mobs though, like spiders or even Ghasts.)