Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
whats so retarded about it? I mean you could just make the new tele effect little lightning bolts or something. it'd be simple. All you would have to do is stretch the teleporter shader across your hall, and then stick some on both sides, its probably easiest and simplist.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Its a good idea and fairly simple to understand. I'd just prefer to do this without teleporters if I could since the pemba glitch is just a plane with some material symbols.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Ya, that would stink.
However, it wouldn't be that hard to create an anti-camper/teleblocker script with triggervolume placed around where you're supposed to pop out.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
so what, I mean, if theres a guy standing right there you wouldn't be able to walk through anyway...
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Blocking teleports is a valid but annoying tactic on some maps, like bloodgulch for instace. I just find it annoying sometimes. Using a scripted teleporter I could kill/destroy/respawn any object blocking the teleport before teleporting the player through. Just an idea I've had for awhile.
I plan to try using special material ids on planes before I resort to the teleporter thing anyway.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
hold on here,which are we talking about?
A: an invisible surface with a teleporter on either side, allowing you to teleport past the surface while stopping bullets n grenades n shit
or
B: a surface that can be passed through by bipeds, but not projectiles and it has a teleporter's shader
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Well..you also could make a simple glass wall...and then make teleporters on each site...to teleport to the other site...
but that would be cheap ass...I like the weapon idea :D
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Quote:
Originally Posted by
n00b1n8R
that was suggested a page ago :3
the problem with that was tele blockers.
HOWEVER, if the passage containing this thing was wide enough only for people to walk in single file, that could make a bit more sense.
Then make more teleporters....if they block the whole wall you can't penetrate it in the first place....:rolleyes:
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Quote:
Originally Posted by
ironclad
hold on here,which are we talking about?
A: an invisible surface with a teleporter on either side, allowing you to teleport past the surface while stopping bullets n grenades n shit
or
B: a surface that can be passed through by bipeds, but not projectiles and it has a teleporter's shader
Actually, there were four ideas - invisible bipeds, a scenery-type weapon object and a script, a piece of glass with a plasma shader and teleporters, and the invisible barrier like the one I found on Pemba. I think this shader symbol was one of the ones that caused it:
Quote:
Originally Posted by HaloPC Reference
*Large collideable property. This flag or shader symbol when applied to a material that is applied to a face or surface sets the surface up to not be rendered and only have collision.
You know on Gephyrophobia how banshees don't fall down past a certain height but smaller objects like the MC, weapons and grenades keep going? Its something like that. The pemba barrier is a bit different though since an unpiloted banshee will fall down into the fog when the piloted one doesn't. I tried to rocket grenade the warthog past the one on pemba but it wouldn't go through.
If I make a plane with that and another plane with something that affects weapons like the forcefield shader (still looking into that part of it), then I have a working forcefield without scripting, bipeds, teleporters, or weapons. Even if I don't get that part working, an anti-vehicle barrier would come in handy for sealing your bases if you didn't want players tricking vehicles in.