Discuss Halo 2 modding, progress on figuring things out, mapfiles...you know the drill. Cheating discussion not allowed.
getlowdogg
Posts: 59 Joined: Sat Feb 04, 2006 9:27 pm
Location: White Oak, PA
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by getlowdogg » Thu Mar 16, 2006 6:14 pm
Hello everyone. I know how to add active scenery, but I do not know how to add it with fill collision. Can someone please explain to me how? Thanks.
~ Jason
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
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by dos mes » Thu Mar 16, 2006 6:21 pm
try putting the containment gate into the map, then changing its hlmt with that of your active scenery and then spawning that. That should give it the full collision.
getlowdogg
Posts: 59 Joined: Sat Feb 04, 2006 9:27 pm
Location: White Oak, PA
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by getlowdogg » Thu Mar 16, 2006 6:25 pm
Wow, thats it? Thanks.
nifebender
Posts: 937 Joined: Tue Oct 25, 2005 7:18 pm
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by nifebender » Thu Mar 16, 2006 6:59 pm
but you need to spawn it in itmc or add a chunk
Snaku
Posts: 956 Joined: Thu Nov 10, 2005 9:40 am
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by Snaku » Thu Mar 16, 2006 7:45 pm
Why the containment gate? I don't mean to say I disagree or anything, but I'd like to know why that works.
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
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by dos mes » Thu Mar 16, 2006 8:18 pm
Becuase the containment gate is the one machine that i know always gives full collision to an object.
WaywornMmmmm
Posts: 1341 Joined: Sat Nov 05, 2005 5:17 am
Location: U.S.A
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by WaywornMmmmm » Fri Mar 17, 2006 4:17 am
Yeah, couldn't you pick any mach to use(if it has collison).
n64nerd
Posts: 127 Joined: Mon Dec 05, 2005 5:44 pm
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by n64nerd » Fri Mar 17, 2006 4:51 am
but, how could you make that fly across the screen? unlike a projectile, you can't give a machine starting and ending velocity.
nifebender
Posts: 937 Joined: Tue Oct 25, 2005 7:18 pm
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by nifebender » Fri Mar 17, 2006 11:02 am
not all machs give full collision. i used the mach gate from zanzi and my trees didnt have full collision and they would dissapear when i looked up.
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
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by dos mes » Fri Mar 17, 2006 11:58 am
n64nerd wrote: but, how could you make that fly across the screen? unlike a projectile, you can't give a machine starting and ending velocity.
Because it has the hlmt of the projectile.
Agent ME
Posts: 881 Joined: Tue Jun 21, 2005 6:00 pm
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by Agent ME » Fri Mar 17, 2006 6:09 pm
Were you answering something else?
How would you edit the velocities of it if you used the mach?
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
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by dos mes » Fri Mar 17, 2006 6:11 pm
Whoops my bad, wrong quote. However i don't know how you would do that, but that's the only way that I can think of as giving something full collision.
getlowdogg
Posts: 59 Joined: Sat Feb 04, 2006 9:27 pm
Location: White Oak, PA
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by getlowdogg » Sat Mar 18, 2006 1:53 pm
Does anyone else know how you would edit the velocities of a mach?
Snaku
Posts: 956 Joined: Thu Nov 10, 2005 9:40 am
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by Snaku » Sat Mar 18, 2006 2:18 pm
Um... you can't give a mach a velocity. The whole active scenery thing is based on using a projectile. So unless you want your active scenery to spawn and then drop straight down, it'll have to be a projectile.
getlowdogg
Posts: 59 Joined: Sat Feb 04, 2006 9:27 pm
Location: White Oak, PA
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by getlowdogg » Sat Mar 18, 2006 2:41 pm
So if I was to change the hlmt of the Containment gate to the projectile hlmt, will it work?
dos mes
Posts: 2158 Joined: Thu Dec 29, 2005 9:58 pm
Location: Syracuse, NY
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by dos mes » Sat Mar 18, 2006 2:42 pm
It should. Becuase the hlmt is the object property.