Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Actually, the * material symbol creates the opposite effect that you want. It lets in projectiles, though it keeps players out. (Thus, it is used for player clips)
The effect that you observed on Gephyrophobia was created using a vehicle floor/vehicle ceiling. This is a user-defined value in the BSP tag that tells the game how low/high any vehicles can go on the Z-axis.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Forgot about vehicle ceilings. Those are just values right? If they were planes I could borrow the effect but I guess thats not going to work.
If the * material does the opposite, then I'm not sure which one(s) would. I asked Paladin about it and he said the glitch was just a plane with some material symbols on it. Unless I'm the only one that experienced that glitch it should be possible to replicate, or at least thats what I'm hoping.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
the only way this is going to work and make it look proper is like l33t said. use weapons. teleporters will look retarded. and there is no way materials will give you the desired effect. the effect paladin achieved was through nearly co-planar faces and this glitch only happens by chance. you can't recreate it every time you make that error.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
I guess trying out the nearly co-planar faces would be more of a pain then its worth if it can only happen by chance. :confused2:
Thanks for explaining that, PenGuin. I guess I'll see what I can do with l33t's weapon idea then.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Quote:
Originally Posted by
SGWraith
What happens is that there is an invisible one way vehicle barrier that stops the hogs from leaving the area where the red hog spawned, though players can walk and shoot though it just fine. I think this glitch has something to do with the material ids in 3ds and the shader symbols I've read about in the official hek tutorial.
- that ones simple, its a coplanar face error most likely... related to the bsp and not able to be created using scenery, only bsp collision structure's
Quote:
Originally Posted by
SGWraith
The other half of the forcefield would be stopping weapons fire while still allowing players though. For that I have noticed that water planes cause some weapons fire to explode on impact, like rockets and frg blasts. With some tweaking, blocking other weapons with a transparent water plane might be possible.
-Another simple one this is caused by the fogplane used in water, when you check off "is water" in a .fog tag it makes the fog act like water, so when your in it, you sound like your underwater and such, and also when you throw/shoot stuff at the water splashes and deflections occur, another element of the game reserved for bsp structures only, won't work with scenery.
Quote:
Originally Posted by
SGWraith
So, with two planes, one for the pemba vehicle glitch to block vehicles, and the other for a transparent water-like plane to block weapons fire, I think a Snowbound type forcefield would be possible for HaloCe.
Comments and suggestions are welcome.
It won't work unfortunately
The only good idea I was ever able to come up with so far was to somehow use .damage effects and forces to stop the bullets/grenades, but idk... thats also another highly unlikely method.
EDIT:
Wouldn't passes through other bipeds work actually... I never saw that flag before, assuming it makes the player able to walk through any bipeds collision then it should work.
The only side effect is walking through players, can kind of be solved by adding small .damage effects with small force accelerations to the player bipeds so you cant completely walk through a player, but still be able to walk through the forcefield made from a biped.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
make the wall a biped and check the "dead" flag in sapien. boom, dont think it'll stop vehicles though, never thought about it.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Ya, I kinda figured the pemba glitch and the water plane would be bsp only things. My idea for using a water plane for deflection was kinda far fetched but its the only plane I know of that effects weapons (rockets and frg blasts explode when they hit it) and allows players to walk through it.
The pemba glitch and the gephy vehicle floor are the only things I've seen that affect vehicles. The wall as a dead biped sounds like a good cannidate for handling weapon fire though. These are rather creative ideas so I haven't completely given up on the idea of eventually finding a way to make the forcefield.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Quote:
Originally Posted by
Choking Victim
make the wall a biped and check the "dead" flag in sapien. boom, dont think it'll stop vehicles though, never thought about it.
don't think so either. so between those 2 i think l33t's wins
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Quote:
Originally Posted by
PenGuin1362
don't think so either. so between those 2 i think l33t's wins
It stops bullets, and you can walk through it...same exact thing fool. Try killing yourself in halo, then shoot your dead body, it stops bullets, now walk over it. What a surprise, it doesn't collide with you. I dunno if you meant to come out sounding like a total cock, but you kinda did. Forgiven.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
noes :( i <3 you choking i know what you mean but i remember attempting something like this before and there was some sort of error, i forget what it was that just screwed it up. yea did not mean to come across as an ass there >_>