im nearing the end of a project… so here’s a single screenshot

just because im bored...
ROFL!
“Escort Hitlerbot to the Entrance Gate to gain access to the Base…” :evil:
currently the model is just in a secret place on the axis side… i did have
intentions once of animating it, but now it might eventually make its way
into an obj for some future map… something along the lines of
"the axis are reconstructing the h-bot, the allies must destroy it… " blah blah
i remember ( back in quake 3 ) there was this real fun mod called “giant potato head…” something or other…
something to do with potato head… anyways, in that mod one player
got selected at random to be this potato head while all the other clients
got put on the same team. the player who was this potato head had a real
huge head… massive and tall, and all the other players had to hunt him down
and kill him. the potato head was real powerful and could last a long time.
once he was destroyed, another player would get picked as the potato head
and it would start the hunt again until the map time limit was up.
i always thought something like that would be a fun mod for et, instead
using the hbot who would be real powerful, but not able to pick up meds
or heal itself. loaded out with tons of weapons, able to crouch but not prone.
and all the other players put on the same team and hunt it down. the player
who dealt the most damage would then be picked next to be the hbot
and the game would continue until the time limit was up.
but in the end i had to admit to myself that im no coder… and gave up on
the idea, so the hbot will be used for other things now… the super soldier
mesh from rtcw would probably be more suited for such a mod anyways.
There’s a similar mod for RTCW:
Team Conversion Wolfenstein (0.41) @ rtcwfiles.com
Reminds me of the “Mutant” gametype in UT2004 (and possible other versions, don’t know).
I always loved that! It makes for such a difference in gameplay and is just much fun to play! Would love to see that for ET, it might make me start playing it again :P.
In UT there was also a “bottom feeder”. Basically, as you describe, the mutant was in team A while the others in team B, with no teamdamage. So you could only kill the mutant. But the bottom feeder, the player with the lowest score at each moment, was able to kill everyone. So while you are not the mutant, you always had two players that could kill you, one of them who was very powerfull (the mutant) and the other one you couldn’t hurt (the bottom feeder).
Anyway, very cool mod idea…
Haha, modelling skills make some pretty wacky objectives possible…
Should you want to model it, you may ask yourself if it isn’t possible to split it into parts and use script to let it do a “german walk” (no offence) towards the objective (Turns could make scripting complicated though).
well, with proper animations it could be escortable… no place to mount an
mg though…
animations appear to be coded into et ( not the actual animations for the tank )
but which frames to use for a situation, there appears to be ( for a tank )
the startup, then the moving which is just shaking… around 90 frames or so
altogether… startup and a generic walk cycle would work.
and it would be nice to see some kind of fun mod in that style of 1 vs. a team.
not a stand alone mod, but something added to an existing mod like panzer war and so on… some larger than life brute with the power to kill
your entire team a few times over. weapons like a venom, panzer, nade launcher… maybe some kind of
auto-mine thing that he can drop and forget and it plants itself… near
unlimited ammo…
maybe patrick duffy for a leg… =P
something that needs to be hunted down, or will most likely be hunting
your entire team.
In UT, the mutant is textured in some kind of half translucent pink/whitish material making him hard to see.
But on the other hand, players get to see his position on a map.
Patrick Duffy for a leg PMSL! 
Reminds me of all the disembodied heads in Futurama.
Well, you could make a steal objective map kind of like a Frankenstein’s monster. After committing suicide, axis forces preserved Hitler’s head to become the brain of their new monster H Bot.
Allied forces must invade Castle Frankenstien and steal the head before the lightning storm strikes and gives power and life the the H Bot.
You could have that whole “frankenstein laboratory” look going with a giant tower that raises the body to the roof during the storm. The longer Allies take to steal the head, the higher up the body goes. Once it reaches the top, a nice little “ZAP” electrical effect with an animation of the body sitting up would be a nice creepy ending. For that, you would not need an animated model. Just use script movers and rotate the body as if it were a door.
lol a lots of ideas posted to what it reminds you ppl here but nobody mentioned wolfenstein 3d’s stage3 end boss? :roll:
:lol: :shock: :moo:
You could make it an escort without animations by lying it on a trolley.
That’d be pretty cool. Again, nice work Rayban 
yes u clould make him bob insite a giant tube thing like in the incredible hulk, and then the axis have to escape with him to maybe turn the war…
another test, this is an airdropped objective using an animated parachute and
a box for the objective with a tag_chute attached.



and here’s a crappy youtube video of it
Ray… that is effin AWESOME!! I hope you share the script/models etc. when you’re done with them 
This opens up a lot of possibilities for me.
Very nice.
Is this just because you are bored or do you have a cool mapping project going on 
:o :shock:
Woew that’s great.
Nice idea and work.
Reminds me of the RTCW mod DeGeneration (DeGeneration Trailer @ youtube).
BTW shouldn’t it be possible to use the walker as player model?
Not sure how to do it exactly.
But W:ET uses mdm and mdx (as far as I remember) to store animation and model data separately.
So it should be possible to combine the animation data of “normal” W:ET players with the model data of the walker.
As far as I know Lightray3D is the only (low cost) program that deals with W:ET model formats.
BTW what map are you using in the vid/screenshots?
thanks for the comments, its actually an old idea i had a few years back
after playing cod… or was it that other one… i forget the name.
i suffered a harddrive crash a few months back, and i lost most of what i
had made in blender, but i did have some things i put in my other drive
for et, and i stumbled across it today. the whole airdrop thing doesnt go
with the map its shown in, i tossed it in there for a more complete look.
i’ll pack up the test map for it ( not the one shown in the vid or images )
and post a link to it here.
originally the idea was the allies had to repair some beacon as a 1st objective,
after that the airdrop would occur somewhere and the allies would have to
get that box and transport it to some final destination, both areas ( the beacon and box ) would be defended by the axis… but i put the idea on the
backburner, and now i dont know if i’ll ever get around to it. but it did give
me a chance to make the test map for it and the models.
if someone can make use of it, then there ya go.
i’ll pack it up.