Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
lol, its fine pengy. i actually just tried this, took literally 5 seconds to get it working, and it works like a dream. ill post a video.
EDIT: http://useruploads.mythica.org/view/h3_shield.wmv.html
sadly vehicles still go through, but if the enterance is as narrow as that, thenyou could probably write up a script testing if a player in a vehicle is in a trigger volume at the enterance, and if there is, then create an object that has full collision to everything.
Another method to make the shield would be to create a piece of scenery with full collision and everything, then place it in the map, write a script using the (object_set_collideable <object> <boolean>) command, and make it false. thats probably your best bet so far, itll save a small amount of tagspace.
EDIT 2: ding ding we have a winner :)
that was the above method, with the set collidable script.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Quote:
Originally Posted by
Choking Victim
lol, its fine pengy. i actually just tried this, took literally 5 seconds to get it working, and it works like a dream. ill post a video.
EDIT:
http://useruploads.mythica.org/view/h3_shield.wmv.html
sadly vehicles still go through, but if the enterance is as narrow as that, thenyou could probably write up a script testing if a player in a vehicle is in a trigger volume at the enterance, and if there is, then create an object that has full collision to everything.
Another method to make the shield would be to create a piece of scenery with full collision and everything, then place it in the map, write a script using the (object_set_collideable <object> <boolean>) command, and make it false. thats probably your best bet so far, itll save a small amount of tagspace.
That looks awesome, Choking. Tomorrow when I get some free time I'm definately going to try some of this out. That collision set command should prove handy. :)
*Edit*
Quote:
Originally Posted by
Choking Victim
Even more awesome, this is great. Definately +rep :D
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
woot, thanks :). If you need it later on i'd be glad to help out.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Thanks for your offer, Choking, I'll definately take you up on that when the time comes. :)
Thanks again all for discussing your ideas with me on how this could be done as it was a lot of fun seeing all the creative ways we thought up to try.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
It's about time people caught onto this.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
That is some kind'a pro, right there. That expands my map-making possibilities tenfold; I could now put into place some of my old concepts I'd thrown out for being impossible. +rep.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
maybe ill use that in my map im working
good job for figureing it out.
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
There are tons of uses for this but the one I see the most application for is sealing your bases against vehicles and perhaps spawn campers.
For a random example, imagine the bloodgulch base - cover the skylight/hole in the ceiling over the flag room with this forcefield and you'll never have a banshee stuck in your flag room again. You'll also still be able to drop down into the base, preserving the three ways to the flag, though it will remain to be seen if you could still throw the flag back up to a team mate, lol.
Also, you can now guarantee that all of your footway only routes that you want to be vehicle free will stay that way. :)
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Lightfixture for blocking bullets, then just make a tiny invisible wall so vehicles cant fit through
Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE
Shield doors, there's an interesting gameplay dynamic I would have never figured out. I'll be sure to PM you if I want to use 'em correctly :p
*Subscribes to thread*