How can I make a bloc stick to the wall,

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Plastic explosive placer?

Poll ended at Fri Oct 19, 2007 10:30 am

A good idea
2
100%
not a good idea
0
No votes
I'm not sure I'd have to play it first
0
No votes
 
Total votes: 2

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bumlove




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How can I make a bloc stick to the wall,

Post by bumlove »

I've got lots of idea's for weapons but since my pc is so crappy looking round the meta editor causes my pc to freeze (which means RESET a big no no or the slowest log out process known to man) what I am trying to make is a gun that spawns a fusion coil that will stick to where ever it was placed (like blind spots round/above doors etc) then these can be shot from distance after which I'll change the coils model to something small and grey and perhaps marked red with C4 (something my crappy photoshop skills could manage)

spawning the coil is easy even for me noob double 0 zero its getting the baby to stick to what ever I don't know how to do (just thought you would be able to stick players with it too lol a walking bomb!)

anyone who helps will be added to my credit list
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grimdoomer




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Post by grimdoomer »

look around the plasma grenade tag.
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JacksonCougAr




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Post by JacksonCougAr »

Grrr >_> You cannot if I remember myself.
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grimdoomer




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Post by grimdoomer »

uhh you could take the plasma grenade make it not explode then just give it the modle of the bloc you want its a crapy way to do it but it works.
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AFuzySquirrel




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Post by AFuzySquirrel »

Ask Acemods... the trip mine sticks to walls from evolved
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CaptainPoopface




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Post by CaptainPoopface »

I think you'd just give a plasma grenade the hlmt of the expelled core. Then in the plasma nade's [proj] tag, change all its material responses to "attach." Swap the detonation effects and damage with those of the core. So it looks and sounds and kills just like a detonating core, when it's actually just a plasma grenade with health.

Another interesting idea from bumlove. It's a decent substitute for remote mines, which are prohibitively difficult with H2.

I think it would be good to null the [phmo], so there is no biped collision, but give it the [coll] (bullet collision) of a larger object, so you can hit it from farther away, or if the opponent shoots when near to the mine, he kills himself. That way you could also throw it and immediately detonate it in midair. I loved doing that in Goldeneye and with the remote nades in Grand Theft Auto.

I might just try this mod myself, but you first, bumlove. It would make for a fun game with these mines, my prox mines, and a magnum (only to shoot mines), on a small map when everyone has active camo.
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bumlove




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Post by bumlove »

I did as you said well the first bit I copied the plasma nade projectile and swapped its Hlmt to the coil I just changed all the default responses to attach (Is that right?) it sort of sticks but doesn't stick to flat walls I' dont know what else I missed out but they don't like water mine kept bouncing out of water or kept going till it got trapped (well I laughed) Im trying again with all the default effects nulled this time and where do I turn the plasma detonation off?

there'll be no more running thru doors in my games

I changed it to Overpenetrate for the material responses so it sticks like s**t to a blanket on any thing

thanks all oh yeah and Im going to use the model of the satchel charge from outskirts (blitzcan)

Again how do I turn the plasma detonation off?
*thought about this since this is a duplicated grenade the auto updates might not effect this so its going to have a 90 second timer

How did you do cpt poopy? I reverted to using overperpetrate but I need to make its collision or is it physics bigger so sticks in the wall but model is all showing plus I'm pretty noobish and I cant find how to turn off the (shader is it) the blue glow

Hmmm problems as it is it works ok but I dont like having fusion coils stuck out of walls the problem is when you swap the fusion coils model in hlmt it looses its damage effect it still blows up but no damage any ideas?
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