Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 59

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

  1. #21
    Shit. Mass's Avatar
    Join Date
    Jul 2007
    Location
    Chicago
    Posts
    1,790

    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.
    Reply With Quote

  2. #22

    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.
    Reply With Quote

  3. #23

    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.
    Reply With Quote

  4. #24
    Shit. Mass's Avatar
    Join Date
    Jul 2007
    Location
    Chicago
    Posts
    1,790

    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...
    Reply With Quote

  5. #25

    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.
    Reply With Quote

  6. #26
    Senior Member ICEE's Avatar
    Join Date
    Apr 2007
    Posts
    4,692

    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
    Reply With Quote

  7. #27
    Shit. Mass's Avatar
    Join Date
    Jul 2007
    Location
    Chicago
    Posts
    1,790

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

    both.
    Reply With Quote

  8. #28
    Senior Member Patrickssj6's Avatar
    Join Date
    Oct 2006
    Location
    'schland
    Posts
    3,835

    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
    Reply With Quote

  9. #29
    Senior Member Patrickssj6's Avatar
    Join Date
    Oct 2006
    Location
    'schland
    Posts
    3,835

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

    Quote Originally Posted by n00b1n8R View Post
    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....
    Reply With Quote

  10. #30

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

    Quote Originally Posted by ironclad View Post
    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.
    Last edited by SGWraith; September 9th, 2007 at 09:13 AM.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •