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adding a vehicle help
Posted: Sun Apr 29, 2007 8:20 pm
by johnnyblaz20
i cant figure out how to add a banshee to dangercanyon. i tried to swap with a scenery but it didnt work on my server, i just got kicked out of the game when i tried to join. i think i have to rebuild the map or something, can someone help or direct me to some please... i've tried everything
Posted: Sun Apr 29, 2007 9:08 pm
by Andrew_b
try swapping the banshee with the ghost first...then if that works...swap the ghost with something
Posted: Sun Apr 29, 2007 9:54 pm
by sangheili123
I always thought there WAS a banshee in danger canyon...try making a gametype?
no
Posted: Sun Apr 29, 2007 10:58 pm
by johnnyblaz20
no its not normally in the map, and i want it multiplayer, i've played the map with a banshee in it before but no luck, help me find me a tutorial or something... All i want to know is how to put a banshee in dangercanyon. i made another vehicle fly, but i want an actual banshee to fly off my server for everyone not a rock or hog that flys.
Posted: Mon Apr 30, 2007 3:22 pm
by Andrew_b
the map has a banshee embedded in the map. every mp map has all the vehicles even though they dont always show up. All you have to do is click on the ghost, click swap and choose the banshee...to make things simple
Posted: Tue May 01, 2007 2:35 am
by johnnyblaz20
okay, i want the hard way, the problem i'm having with that is nobody else can see its a banshee...
Posted: Tue May 01, 2007 5:15 am
by Mooose_Guy
no dont swap it with a ghost. to make ppl see it, goto banshee in hmt and change the dropdowns "vehi unit obje" to "scen obje
Posted: Tue May 01, 2007 4:16 pm
by Andrew_b
[quote="Mooose_Guy"]no dont swap it with a ghost. to make ppl see it, goto banshee in hmt and change the dropdowns "vehi unit obje" to "scen obje
Posted: Tue May 01, 2007 4:23 pm
by Corvette19
You can make it joiner friendly and go to import tag into scenario and import it in, Yes it is joiner friendly also!!
Posted: Tue May 01, 2007 7:23 pm
by johnnyblaz20
THANKS, I'M SURE I AM GONNA FIGURE IT OUT NOW, IF NOT I'LL SAY SO. AGAIN THANKS
Posted: Tue May 01, 2007 8:02 pm
by Andrew_b
please refrain from useing all cap letters
Posted: Tue May 01, 2007 10:23 pm
by johnnyblaz20
thanks a million moose dude, i'm gonna save your explination to a file to remember, Is there a way to change scenery or weapon fire thats user friendly like move a rock or change projectile so everyone can see the change? or drive back and forth through the border up top of maps? thats another couple things i'd like to know
Posted: Wed May 02, 2007 7:14 am
by Altimit01
CSS. Learn it, live with it.
sword wrote:Well, its getting annoying to see people always asking what is "CSS" or "Cascading Server Side" and what is not. Well, I'm just going to name everything I know at the moment to be CSS and everything that is not CSS.
Cascading Server Side changes:
- 1. Damage
2. Ammo amounts
3. Vehicle/weapon/biped/powerup spawn points
4. Projectiles (More advanced hex modding.)
5. Starting weapons
6. Teleporters
7. Starting health/shield amounts
Non CSS (Joiners cannot see the changes.):
- 1. Bitmap/shader changes
2. Fog
3. Models
4. Scenery placements
5. Projectile swaps (Without the hex change.)
6. Swaps within the index
7. Physics
8. Added scenery
9. Sky changes
Then, there are a few things out there that are really "semi-css." They are pretty much half experienceable by joiners. In most cases they'll experiance either a lag like sensation, or in the case of projectile swaps that are not css, they'll take the damage that the projectile has, but the joiners wont see the projectile.
Here is a list of these "semi-css" changes that I can think of off the top of my head:
- 1. Physics
2. Speed
3. Non css projectiles (Damage still works, you just cant see them.)
4. Vehicle swaps within the index
5. Weapon swaps within the index
6. Collision models
7. Unlimited ammo
8. Jumping height
I'm sure I'm leaving out a few other things in these categories, but I'm just trying to give people an idea of what is and isnt "CSS" so we don't have so many people asking.
Posted: Thu May 03, 2007 12:00 am
by johnnyblaz20
okay sounds good, i tried hex editing and it dosent show the weapon swap for outside players still
Posted: Thu May 03, 2007 5:44 am
by Altimit01
projectile swaps you mean? The HMT way will do the same thing as a correct hex swap (in trial people didn't know how to make the tools compatible for a long time and this was written for trial). Projectiles are a weird issue because sometimes they work and sometimes they don't when it comes to other people seeing them. It usually turns out to be a laggy mixture.
what are you changing exactly?
Posted: Fri May 04, 2007 4:24 pm
by johnnyblaz20
i just want other people to see sniper rounds coming out of the pistol
Posted: Fri May 04, 2007 5:36 pm
by Andrew_b
well i think in HMT, if you swap the pistol projectile to the sniper...people playing the map wouldnt see the sniper bullet or contrail but they would die if they got shot in the head. I think the damage is still their, but i dont they will be able to see the contrail
Posted: Fri May 04, 2007 5:51 pm
by johnnyblaz20
well yeah, ofcorse, but i want them to see, and please dont respond unless you know what your talking about, not anyone in particular, but i think what i want isnt possible and someone told me it was with complex hex editing. css weapon swaps.. thanks to some people i did find out how to put shee in canyon