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Thread: Possibilities for a H3 Snowbound-type forcefield for HaloCE

  1. #11

    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Quote Originally Posted by ironclad View Post
    lol ive done it it works but no syncysyncy
    video example, mb?... Why don't we make one for public anyway?
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  2. #12
    Shit. Mass's Avatar
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    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Why can't you just do like a piece of glass with an invisible teleporter surrounding it.
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  3. #13
    Taiko Drums = Win
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    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Quote Originally Posted by CtrlAltDestroy View Post
    My idea:

    Create a weapon tag (Projectiles impact weapons, but bipeds do not collide), use the shield door model. Place it on the map, attach it to an invisible scenery with a script. Continuously re-create the weapon so it doesn't disappear.

    Voila.

    Also,

    Bubble shield.
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  4. #14

    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Quote Originally Posted by Massacre View Post
    Why can't you just do like a piece of glass with an invisible teleporter surrounding it.
    Because that's retarded.
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  5. #15
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    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Yes, who wants to go through a piece of glass all-

    (WHOOSH TELEPORT)

    Wait, where the fuck am I? Oh right, just through the tele.


    Tele green-y ness throws off gameplay. I think I might use this for a flare XD.
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  6. #16

    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    forgive me if this sounds stupid, I stopped modding after Halo CE came out... but can't you just make an object or a certain material collidable with projectiles but not bipeds...?
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  7. #17
    Senior Member ICEE's Avatar
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    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Quote Originally Posted by AAA View Post
    video example, mb?... Why don't we make one for public anyway?

    nah no point. it also makes the map file massive


    Yes, who wants to go through a piece of glass all-

    (WHOOSH TELEPORT)

    Wait, where the fuck am I? Oh right, just through the tele.


    Tele green-y ness throws off gameplay. I think I might use this for a flare XD.


    wow

    he means the shader. jeez... not netgame equipment.
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  8. #18
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    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Because still you would get a teleport whoosh with green effect sound.

    Unless you remove those effects, then you would just warp a million.
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  9. #19

    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Quote Originally Posted by ironclad View Post
    nah no point. it also makes the map file massive
    Why not use the same Method CMT did for SPv2? They figured out how to put more things in the campaign, remember? Some sorta compression stuff...
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  10. #20

    Re: Possibilities for a H3 Snowbound-type forcefield for HaloCE

    Quote Originally Posted by FlamingRain View Post
    Because still you would get a teleport whoosh with green effect sound.

    Unless you remove those effects, then you would just warp a million.
    Actually, if you use a scripted cutscene teleporter you avoid the sound effect and you don't have to have the green glowy thing. In fact, I would bet that most secret teleporters work in this manner since all the well hidden ones don't make noise.

    The problem with using the teleporter/piece of glass idea is that the transition would not be smooth and players would know it wasn't like the original.
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